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Divide et Impera Coloseum DEIColoseum
STEAM GROUP
Divide et Impera Coloseum DEIColoseum
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4 February, 2019
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Notes from Chat on Tournament
just an update on the tournament
it will be more of a FLASH tournament
meaning that it will be small
1. Xanthapos, who has a lot of experience running tournaments, will be helping me. Including highly possibly be helping judge in it.
2. I am going make the rules as fair as possible. We'll have a committee on it. Like I am going to strip and remove out all the things that I love to do to you guys like no night/Fog/Sandstorm/Rain, no fortifications. Simply, the judges have to be able to see what's going on.
3. I am going to look at the preset maps to see if they have fairly level terrain.
4. The emphasis of the tournament is satisfaction by all parties. So you can be well assured that the only way this can happen is if no one feels like they've been cheated. So FAIRNESS is a foundational stone of this tournament.
5. I've created with Xanthipos' help a tournament discord site
we need to flesh it out.
so if anyone in the membership wants to help me out, please let me know.
6. We do have rules of fair play, which are quite extensive. The tournament rules will be a spartan subset of those rules. So if you are unaware of those rules, please visit the Coloseum and take a look at those. I've had very critical eyes look at those rules, and they have all come back to say that the rules are resoundingly fair.
7. Very important is that we'll give folks some time to used to 1.2.5D (Steam version). If you want to get a head start, then try 1.2.5C. There's a lot of improvements in 1.2.5C; but they are big changes. If you "know" how to operate within these changes, then you'll have a big advantage in the tournament.
8. While 1.2.5C is beta, please be quick to notify me of issues/problems. We forward those discoveries directly to Kam and team.
9. I'm going to work more on translating the gladiator training section, which was written by Maharbal, a famous Rome 2 judge. However, there's a lot of secrets revealed there.
I got a good amount of it completed; and I hold nothing back.

[5:58 AM]
Constantine the Great:
10. We're not going to have a 40K point tournament. It maybe more like 30K. What that does is make the weaker less played less well know armies become stronger...and it makes the traditionally over powering armies (Seleucid, Egypt, Armenia, Baktria) fairly weaker. So 30K may lead to more variety and balance; and you can still have a mini-famous battle like Issus, Gagamela, etc. You might see like Marian Rome, Classical Greek Armies, Maybe even some DLC armies.
11. We'll also want to see historical accuracy. So we don't want to see Roman armies with mixed Camillian, Polybian, Marian, Imperial, Late Roman, etc. troops. If you want to know the right order of battle, take a look at the DLC's. Then, you can rebuild those order of battles in the grand campaign troop selector.
...
...
So in conclusion, we're looking for 1) Fairness, 2) Historical Accuracy, 3) Skill improvement as you prepare for the tournament, 4) Reduced complexity, 5)Understanding and appreciation/use of the may improvements made in 1.2.5C (most of which will go into 1.2.5D.
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Theurophoroi Now Move Speed 3
THEUROPHOROI

The widespread use adoption of the Theuros began and evolved from contact and battles with the Galatians. The Thureophoroi historically filled the gap between main line units and the cavalry and light troops. There are many types of troops, who use the Theuros. They include Thorakitai using spear, Thueros, and Javelin; plus Thureophoroi with a sword and javelin. There are offshoots that are Thureophoroi; but are not called Thureophoroi. However, we must define a classical Theurophoroi as a troop type that uses Spear, Theuros, and Javelin.

The term Thorakitai might mean a well equipped Theurophoroi; but there are a number of nuances to that. Indeed, there is the heavier armed Thorakitai; usually called Dorophoroi with spear, theuros, and javelin. However, there are indeed a rather large number of Thorakitai units with just a sword, javelin, and Theuros with no spear but with sword.

It might appear in general that Thureophoroi are copies of Galation Thureophoroi. Furthermore, Thorakitai swordsmen are copies of the Galatian Thorikitai Swordsmen.

HYPAPSPIST

We also historically that there were royal Hypapspist (Somatophylakes) and other Hypapaspist.
Essentially, they were very flexibile and could take their place in the Phalanx; but also be like horse infantry. One of their roles was to connect phalanx blocks to the cavalry. Thus, historically they accompanied the cavalry. Kam did the research and in this period, Hypapspists were more administrative. They move speed 2. Basically, Thureophoroi fill the gap and do what they did.


TRANSLATIONS

Classical Thureophoroi: In general has a spear, javelin, and Theuros
Epilektoi: Elite
Doriphoroi: Spear Bearer
Misthophoroi: Mercenary
Euzonoi: Lightly Armored
Ekdromoi: Light Hoplites







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Rule set for a Fair DEI Multiplayer Battle plus Dealing with Anomalies
Just as a reality check, the top 2 players in the Coloseum don't care about red lines, noob boxes, weather, terrain, fog, dark, how many points, artillery, unit spamming, elephants, etc. They just come in, see the opportunities as they are, and destroy your army. They never do corner camping, red lining, hill hogging, etc. They are all offence and experts at getting opponents off balance by moving forward. From their perspective, you are just a can of Campbell Soup, and they are the can opener. These guys don't even know game mechanics or experience chevrons, etc., but they somehow have extremely well developed inherent military attacking instincts. So for these folks, an enemy in a noob box or an enemy that is red lining are easy targets waiting to be exploited. These savvy players evolved in the ruthless world of the eat or be eaten Rome 2 multiplayer battle environment.

The number 3 player to the number 15th ranked player is very competitive, often curious, awfully particular, some times has a high brow, a learner, an expert quibbler of rules, sometimes high strung with a hot temper, carries some high standards, pompous, sometimes high nosed, and quite argumentative about red lines, noob boxes, weather, fog, terrain, etc. They come with a variety of strengths and weaknesses and with some sort of baseline of strategy and tactics. Moreover, they've rightfully earned their place in the ecosystem by study of military strategy and hard work.

However, most other players are building their skills and evolving their experience to become better players. So we put this rule set together to help your basic multiplayer battle players build and increase awareness of best practices and reduce disputes by having some clear guidelines to play by. We also want you to have some effective ways to easily destroy hill trolls, red liners, corner campers (also red liners), and noob boxes/squares. We want to elevate your play so you can defeat #3 to #15; and have a fighting chance to defeat #1 and #2. We also want to create a more confident and effective type of general that is truly masterful in the art and science of game mechanics by encouraging you to engage in our Gladiator Training Program (now being developed in our discussion area). For you guys, who are #3 to #15, we hope to offer you valuable insights so you can become a #1 or #2.

This working rule set is a massively more broader model than what we will have for the Coloseum Tournament in the future. The Coloseum Tournament will be vastly more stricter and have specific funding points defined for it.


THE HOSTING SIDE OFFERS BATTLE; THE JOINING SIDE ACCEPTS BATTLE

1. Both sides will agree on 1) funding, 2) terrain, 3) season, 4) lighting conditions and fog/sand storm, 5) use of defensive equipment, 6) Unit type restrictions, 7) army type, 8) number of units, 9) adhering to the historical accuracy rules [described later], and 10) realism. Second, the side that is not hosting has the responsibility to ask the hosting party to change or modify the aforementioned starting factors. The joining side may opt to not play if the conditions are not acceptable.

Once the joining side actually sees the map for a reasonable time prior to hitting start and likes it, then they should play. The determination then is to ensure that the joining side has acceptable terrain features; such as a hill on both sides. They may end up with a hill on their side and no hill on the other side. In that scenario, they might accept it opportunistically; because they didn't choose the map or the direction of the attacker on the map.

If they don't accept, they should terminate the game; not surrender. in no case should the hoster, terminate the game. They chose the map and they have to live with it.

Example: Hoster(s) wants 40K points, 40 units, forested but even terrain, day light, no fog, defensive equipment is ok, no artillery, only grand campaign armies, no realism, and fall. Joining party says they want artillery and dlc armies is ok. Result: Hoster complies with joining parties request. Joining party accepts battle by starting the battle.

So the responsibility of hosters is to be careful with your maps. The responsibility of the joiners is to be vigilant about what you accept.


THERE ARE ONLY SO MANY GENERALS AND OFFICERS

2. Both sides may have up to 5 units as generals/officers per army. One is the actual general; 4 are his subordinates.

Essentially, you should NOT have an army made of unlimited numbers of general's units. This is hard to enforce, but if you see tons of units with stars running around, you know someone didn't abide by this rule.

Note: This rule is to prevent a mini-spam of some extremely powerful general units.


EACH SIDE DESERVES TIME TO LEARN THE BATTLEFIELD AND DEPLOY

3. Upon entering the game; both sides give each other time to set up.

If one side suddenly starts too early, then the other side should shut down the game. However, we recommend that they do not surrender, because it will reveal both armies order of battle. If one side hits the surrenders unnecessarily, they just should play again with the different orders of battle and even different armies.


THEY DIDN'T HAVE THE INVENTION OF THE RADIO IN ANCIENT TIMES

4. Both sides may have viewers or guests. However, the viewers and guests may not give directions to their advocate, who let them view the game.

Note: to be scathingly fair, both sides might limit there guests and viewers to "0" zero.


THERE ARE ONLY SO MANY SPECIAL UNITS AVAILABLE

5. Special unit restrictions. Not more than one Macedonian double strength general's cavalry unit. Not more than one double strength 1st legion unit. For example, a Marian double strength unit and a Imperial double strength unit is not realistic in the same army.

Note: This rule is to prevent a mini-spam of extremely large elite units.



LET'S GET TO KNOW YOUR ROMAN ARMIES BY PERIOD

6. Romans should not mix different period units in the same army. There some small overlaps though especially between the Camillian and Polybian periods. It is highly confusing at first to build historically accurate Roman orders of battle in the grand campaign army editor. However, check the DLC orders of battles between Camillian (Rise of Rome DLC), Polybian (Macedon DLC and Rise of Hannibal DLC), Marian (Caesar DLC), Imperial (Emperor Augustus DLC), and Late (Empire Divided DLC).

If you don't have time to do it exactly . then wing it and tell your opponent that you are doing a best effort; but take the time to do it right the next time.

Note: This rule prevents spamming of units out of period from a different period Roman army.


KNOWING YOUR HISTORICAL PERIODS APPLIES TO OTHER ARMIES

7. Furthermore, no mixing of EARLY and LATE Period units as defined by the army list descriptions. For example, you can look at the Hannibal DLC order of battle and then make an early Carthage army. The grand campaign armies clearly define units, which are early and late. DLC are usually the early period of an army except for Emperor August and Empire Divided DLC's.

If you don't have time to do it exactly wing it and tell your opponent that you are doing a best effort; but take the time to do it right the next time.

Note: This rule prevents spamming of units early or late within the same period army.


GRAND CAMPAIGN AND DLC ARMIES ARE ON AN EVEN PLAYING FIELD NOW

8. Kam has spent a considerable amount of time calibrating costs and effectiveness of DLC armies, which make them ideally usable for Grand Campaign multiplayer battle use. Due to Kam's efforts to there are not any super DLC armies anymore. If you want proof, go into the unit descriptions in detail. For example, the Empire Divided armies including various country's scythed chariots are now and tamed (neutered).

If allowed to use DLC armies, please keep in mind that many armies are "lesser" by number of unit type choices but otherwise are almost identical repeats of Grand Campaign armies. They do usually reflect a vastly more accurate order of battle (OOB) versus Grand Campaign sets of armies. Grand Campaign armies cover the entire time frame of both the early and late periods of an army's history.

On the flip side, Emperor Augustus DLC units represent the nations of the Imperial Roman period specifically used in the campaign. The Empire Divided DLC units represents the related nations available for onset of the Later Rome period also specifically used in the campaign.

Players may opt to use the DLC version of the army or they can build the equivalent army with the Grand Campaign army editor. Some DLC Roman Imperial armies offer unique army units that are not available in the Grand Campaign army editor.

In some cases, the Grand Campaign Roman selections enable you to build Polybian and Roman orders of battle with Elephants, which would be historically accurate but not possible with the DLC set.

Some DLC armies are unique only to DLC's such as the Etruscans, the Samnites, the Insubres, the Veneti, the Tarantines, the Sassanids, the Goths, the Saxons, etc.


NO UNIT INJECTIONS TO SUPPLEMENT YOUR ARMIES WITH ILLEGAL UNITS

9. No using the unit 'injection" glitch technique to transfer one unit for use from one army to another. Example: Injecting a Macedonian Royal Pike unit into the Athenian army to make it like a Theban army or injecting heavy horse archers from the Scythian army into a Roman army to make Byzantines.

Basically, if you do use the glitch, then let the other guy know.

Note: This prevents the spamming of of non-native troop types into an army.


PURE ROME 2 PLUS DEI MOD

10. The game must be pure Rome 2 with the latest DEI mod. No other mods, no cheat engines, etc. If cheat engines are detected or suspected, contact the Coloseum staff immediately.

One safeguard to this is that the system doesn't particularly like other mods. Basically, if you deviate from and use other mods, let the other guy know. No exceptions on cheat engines though.


FEAR NOT ARTILLERY

11. The artillery spammer is a somewhat rare type on the Coloseum; hey get wiped out pretty quickly. Artillery spamming is definitely not a best practice for winning battles.

Artillery is excessively expensive, slow, sometimes static, and vulnerable. There's no reward for spamming artillery.

If artillery is used, keep in mind that attacking and shooting through artillery is like fighting through giant pieces of lumber. It is not easy. There is no mystery here.

The Antidote--The best way to deal with artillery is to ride behind enemy lines with light cavalry and destroy artillery crews. Guerilla units are another effective way to eliminate artillery. Another favorite is to burn artillery with fire arrows; but at the price of your precious archer ammo. If you are being shot at by artillery such as ballistas and Oxybeles, be sure to be like Wellington and go hull down on the rear slope of a hill. Also, counter fire by your artillery is another way to neutralize artillery.

Most players do not guard their artillery especially when they are over eager to close with the enemy. However, if you encounter a general competently protecting his artillery then you probably are facing a skilled general. In case, creating a noob square/box, red lining, corner camping, or trolling a hill probably is not an awful idea.

Note: Spamming artillery is self-punishing so no need to specify an upper bound limit.


FEAR NOT THE NOOB SQUARE/BOX

12. For some reason the noob square/box is rarely seen formation on the Coloseum. The noob/square is not a best practice for winning games. The reason why it is not good is that you want your troops to strategically maximize your ability to manuver in order to maximize the full power of the army. The noob square/box achieves the opposite. Usually when you see it, you know right away that you are facing a beginner; at least you think so.

Historically, it wasn't used all by noobs. It's used by folks that are afraid of being surrounded or want to survive being surrounded; especially by those who play the AI all the time. However, usually players are 1) cringing in fear trying not to expose a flank, 2) trying to create an anvil (the cavalry is coming), 3) trying to delay you (the rest of their army is coming), and 4) trying to get you to charge into them.

The Antidote for types 1,2,3,4--Make sure you use your scouts and destroy all troops outside the noob box first. At the same time wall it off. Leave one end of the noob box unengaged. Then, destroy troops in the box with artillery and by shooting the backs of units with archers, javelins, slingers, etc. At the same time shoot up the general. The enemy will eventually make the unengaged end of the noob square lightly defended. Decimate this end at the proper time at your leisure. If you can burst a unit through this lightly defended end with a unit into the center of a noob square, that is usually the end of the noob box. There is probably nothing more devastating a unit to this than a cavalry unit or an elephant unit. So hold those units back in reserve and hidden until the critical moment. The noob square/box not necessarily illegal and it is extensively used by beginners, but it's more of an aggravation if you want the game to end quickly. If you don't want to take on the noob box, you'll have to lure them out of their position. Also, once a general dies, that is also usually puts the noob box out of its misery.

In general, the noob box is static with no initiative. If you see a moving pike one, you might be fighting a real Alexander. On the other hand if your opponent is not competent, you might now view a Noob square/box as your enemy's weakness.


FEAR NOT THE RED LINE

13. Also, for some reason, the red liner is a fairly rare bird on the Coloseum. It is not a best practice for winning battles. The reason why it is not good is that you want your troops to strategically maximize your ability to manuver in order to use the full power of your army. The red line formation achieves the opposite.

Again, historically armies liked to guard their flanks with physical barriers such as rivers, boulders, and mountains. Red lining players are attempting the same thing; especially if they fight the AI all the time. However, usually, players are 1) cringing in fear on the edge of the map, 2) preparing a devastating ambush from the red line, 3) creating an anvil, or 4) flank marching around to your rear or flank, 5) a Guerilla deployment behind you or on the side of the map, 6) a hidden unit, 7) a scout, and 8) a fleeing unit.

The Antidote for type 1 red liners---First, use your scouts and destroy all enemy units outside of the red liners position. Then, wall off the red liner to prevent him from flanking you. Next, break one end of the enemy line using the tactics used for destroying noob boxes. The red liner doesn't usually have a convenient back facing your archers; so its a bit more protected. However, if he loses a unit, its not going to rally/recover and is going to leave the map. There are ways to have thinner formations and needle your way between your enemy and their red line. If you pile a unit into a crumbling unit at the end of a red line, that is probably the end of the red lining formation. There is nothing more effective in doing this than an elephant unit. Again, once a general dies, that is usually the end of resistance for the red liners. If you don't want to take on the red lined position, you'll need to lure them out into disadvantageous terrain. If you do take them on, be sure to cut down their space and their ability to manuver and move out of the position.

Again, the red lining formation is usually static and has no initiative. However if it is "Type 2", watch out for a potential counter stroke coming out of one side of the red lined formation if you attack it. If your opponent is inexperienced, you might now view a red line defense as an enemy's weakness.

A player may plan to send a large flanking force down one side at the beginning or during the game. If that flanking force gets trapped on the side of the map (on a red line). They usually end up attempting red line survival strategy. The trapped side is usually strung out. The trapping side should simply corral the enemy against the red line and use the anti-red line antidote.


FEAR NOT THE ELEPHANTS

14. The elephant spammer is a pretty rare sight on the Coloseum. I've seen it one time and after that the same player never did it again. Spamming elephants is not a best practice for winning battles.

Elephants are the tanks of the ancient world. They can be prohibittively expensive.
Successor, Egyptian, or Roman armies might field depending on funds 2 to 4 elephants. Mauryan Indian, Medewi, and Sassanids armies might field 4 to 8 elephants depending on funds available.

Usually when some one is bringing elephants they intend to: 1) Smash through your line frontally and wreak havoc, 2) Flank you or hit you in the rear area and then wreak havoc, 3) Find a gap in your line and run through to wreak havoc behind, 4) Hit a row of units in the flank to decimate the entire row of troops, 5) Kill your general, 6) Smash cavalry, 7) Try to destroy archers and javelin men before they can deploy.

If you know that your normal type of elephants are potentially coming then general preparation is the key. If Indian Mauryan elephants (large units) are expected, then you must be extremely prepared. If 2 elephants are coming together, you can usually easily deal with them with missile fire. Three to 4 elephants together will require a high level of concentration to deal with especially if they are cataphract elephants. Five to 8 elephants will require your utmost preparation and concentration especially if they are cataphract elephants or Mauryan cataphract elephants. However, if you defeat large numbers of elephants handily, you've probably will have won the game because you will most likely now greatly out number your opponent.

Antidote--First, negotiate for day light conditions. The classic way to deal with elephants is to hold in reserve missile troops with javelins and fire arrows. Spear units holding their ground (stopped) are resistant to elephants. Pike units holding their ground (stopped) are extremely dangerous to elephants. There are some axe units that are incredibly unfriendly to elephants. If you are the defender and are able to use defensive equipment, then use 1st spikes preferably and 2nd stakes in combination with spikes. Your elephants are also effective on a mass times velocity basis as a counter move. The more elephants you kill, the more incredibly defensive and strong your position becomes, because elephants can not bypass dead elephants. A successful resistance to the first elephant charge is extremely important toward the even more effective defense against subsequent charges in the same place.

Key targets for elephants are infantry and cavalry units that are moving/ dispersed and especially if they can catch units in the flank or rear. So if you know elephants are coming be patient and form up some static lines on the front and flanks; perhaps with a refused flank. What you want is to halt the elephants as momentum equals mass times velocity. Zero velocity equals no momentum. When the elephants come, race your missile troops, spear, elephants, and/or reserve phalanxes forward from the rear as mobile fire brigades to the point of danger.

If you see elephants held back in the rear and in reserve or are headed to your flank or rear, you are probably dealing with an experienced opponent. If you see the elephants back there, you must be extremely patient and not waste your missile specialists until the critical moments. If you don't see the elephants, it's extremely important that you wait as your opponent is banking on the fact that you probably will expend and waste your missiles prior to their big move.

Note: Spamming elephants is prohibitively expensive. It's a gambit by your enemy to surprise you into submission with elephants. So if you know how to shut down up to large numbers of elephants, you've basically will have won the game.


NO BAITING AND SWITCHING ARMY'S AT THE START OF GAMES

15. It is illegal for the hosting party to present an army to the joining party and then switch armies suddenly when you start the game. If the joining party experiences that, they are entitled to end the game immediately. However, if the joining party accepts this unethical and wins, there probably is a moral victory as well if the joining party prevails over the hosting party. Be sure to sure to check if your watch is still on your wrist after shaking hands though.


CORNER CAMPING AND RED LINING MEANS LOSING YOUR SUPPLY LINE AND BEING BYPASSED

16. The Encirclement Rule

Briefing statement: If a corner camper or red liner has 85% of their army in said position, an encircler walling them off can declare encirclement. Encircled force must move 75% (of their surviving army) in the final count after battle a 5 max unit widths distance forward; otherwise they will lose their supply line and must surrender. If the encircled achieves this, the encircler can continue the battle.


Introduction

Armies are not prohibited from being in corners or on red lines, but they now take great risks by being there. This encirclement rule can be used by the encircler to break a stalemate by declaration of an encirclement as he has blocked all supply routes to the enemy army Essentially, when an army corner camps on red lines or camps on red lines on the side of a map, they lose their supply line if they are encircled (walled off).


What Constitutes a Red Line

If a red liner or corner camper army has a single unit within two max unit widths of the redline, then the entire formation counts as a red lined formation. Usually, the tail end of the line of troops intersects with a red line.


Steps Leading to Conflict

1) Both sides deploy. The corner camper or red liner usually moves his troops into a red lined area or corner.
2) Both sides scout out the map for ambushers and opposing troops.
3). Both sides might try to eliminate out all outlying enemy troops.
4) If a encircler discovers a large force, the encircler tries to determine if the enemy army truly is either on a red line or is in a corner with scouts. If a corner camper or redliner discovers the enemy army, he usually makes modifications and stays static.
5) The encircler approaches the viscinity of the enemy. Then he forms an arc/ wall that seals off the corner camper or red liner army. The encircler may use a rocky feature coming off of the red line as an extension of the encircling force. Also, a rocky feature not connected to the red line can be part of the arc.
6) If the encircler is pretty sure that he has at least 85% of the enemy's troops by units, he then texts to his opponent in capital letters the world "ENCIRCLE".
7) At that moment, the game is paused. Both sides discuss what 5 max unit displacement means in the context of the terrain. Note: One may pause any time during the conflict to have a discussion.
8) The trapped corner camper and red liner must honestly admit that one of his tail ends of his formation has been at least recently or is within 2 max unit depths of the red line. If both tails of the encircled army are rocky features that touch red lines and they have units extending from these, the formation is considered to be on a red line.
9) The encircler must say "I prefer to use the Encircle rule".
10) The encircled (corner camper or redliner) must indicate if at least 85% of his forces are trapped. It could be 100%, but he doesn't have to give that away.
11) If the number of troops is less than 85%, then regular rules apply. The encirclement rule is then canceled.
12) Corner camper or red liner may ask for terms. He must move the entire army 5 maximum unit widths forward and not be within 2 maximum unit widths from a red line or rocky feature extending from a redline. He can not return to the original position (red line or corner}. The encirclement order is cancelled. If he violates any part of the terms, he loses. If he doesn't
violate the terms, then normal game rules apply.
13) If encircled corner camper or red liner does not ask for terms, then the encircled must execute the conditions of forward movement displacement.
14) Encircled attempts by any means to move 75% (of surviving troops in the final count) in a forward displacement of 5 maximum unit widths. It can use any number of its troops to be a vanguard, guard flanks or rear, do a banzai charge, etc.
15) Encircler uses any means to block Encircled from moving forward.


Encircler's and the Encircled's Responsibilities

Essentially, the red liner/ corner camper (encircled) will have 40 minutes to try to move 75% of its units (surviving at the end of the day) 5 max unit widths forward away from the red line before losing the supply line. Note: artillery can dismount and move. That's a displacement from the original position; and not a distance from the red line.

Units of the corner camper's or red liner's army can be used to try to fend off enemies on the flanks and rear of those moving forward or be part of the vanguard.

The corner camper does not have to let the encircler know about any outstanding units outside of the encirclement. The encircler is responsible for the timer; both should keep track. The encircler is in a power position of control and should make sure the encircled follows the process to the letter.

If the odds of breaking out are extremely low, the corner camper or red liner should probably bow out and surrender; saving both sides 40 minutes. The encircler might negotiate with them verbally to allow the corner camper or red liner to move forward into a fair play situation. The encircled can not go backwards to the previous red lined position.


The Options of Behavior for Each Side

Corner Camper (Red liner)--If you know how hard it is to move forward when you are trapped in the corner, then you will probably realize that it is not good to be in the corner anymore. You'll need to get cracking right away and move your infantry away from the corner immediately. The corner camper is prohibited from returning to the original position One tactic maybe to send out a vanguard or banzai charge to afford you space to move out your masses.

Corner Encircler--First, you'll want to verify if you are bagging a real fish with scouts. You'll also want to eliminate any forces potentially behind you. You should at least have a rear guard reserve. Second, if you have one, you will want to trap any potential rear and flank attackers. Sending in light troops forward may help delay the onrushing masses. Finally, you'll want to hold the center as well as reinforce the ends of your arc.

Side Camper (Red liner)--If you know how easy it is to get your infantry pinned on the side of the map on the redline, then you should be pretty nervous about being caught in this situation. Again 75% (surviving in the final count) of your force must make a displacement of 5 max unit depths in a forward direction from the red line. So as with the corner camper, you need to get your infantry away from the side. As with the corner camper, it will important to send out a vanguard or banzai charge to hold open some space so you can try to move out the majority of your forces.

Side Encircler--You'll want to determine the size of your opponent quickly with scouts. You'll also want to eliminate any forces potentially behind you. You should at least have a rear guard reserve. You will want to hold them in the center and block off the ends if you want to destroy them or hold them within 40 minutes. If your forces are too thin, then you can back up and as the enemy moves it's men forward fold back your wings that were touching the red line. Now it is no longer a red line scenario; but a situation of fair play.


Trickery?

So what happens if, the red liner or corner camper is fooling the encircler due to some bad scouting on the part of the encircler.

Example: Encircled sets up field defences to make it look like he's there in force. He has 5% of his force there. The encircler hasn't adequately scouted him. He receives the encircle TEXT. He admits he has a unit in the the red line zone within the 2 max unit widths. Unknown to the encircler, 95% of the red liner or corner camping force is out of sight behind the wall /arc of the encircler. The encircled may say that the encircler has not adequately scouted to buy time telling the encircler to "reissue the rule when you send in scouts" when he knows more. Now, the encircler is wondering what is going on because he doesn't see any movement or he sees 1 unit moving around. The camper is egging him on the Encircler to get him to stay; while the encircler's main force approaches from behind. Frustrated, the encircler finally sends a unit in and uncovers the deception. The encircled upon being fairly uncovered finally saids that 85% of his forces are not trapped. If the encircler goes in and destroys this little camping force, then regular rules apply. Humorously, the danger is that the encircler may become the red liner or corner camper on the flip side. So the encircler may at that moment want to take a stage left and abandon the scene.


Pyhrric Battle?

Unfortunately, although the encircled side might have broken through and can continue to play, the number of surviving units is so small that they have achieved a Pyhrric battle in the grand scheme of the overall multiplayer battle. So potentially, the survivors might be the general's unit, cavalry and fast troops; all other troops might have been trapped, captured, and killed. Hopefully, they will have done a lot of damage along the way to the encircler's army.


Some Tactical Examples

CORNER CAMPER DIES-- Athenian army is entrenched in the corner with at least 85% of its total troops. Seleucids encircle and text ENCIRCLE. Seleucid elephants and Agryspid thorakitai on the wings are walling off the corner; not giving space for the corner camper to make a displacement of 5 max unit depths forward. Athenian army waves the white flag; saving both sides 40 minutes.

SIDE CAMPER DIES-- Pergamene army is discovered by Roman scouts on the edge of the board. The Pergamenes were trying to do a flank move with nearly their entire army along the west red line. Romans ascertain that the Pergamene line touches the red line in many places (within 2 maximum unit widths). Roman general walls off one end of the enemy with cavalry and spear, the other end with elephants, and the middle with Evocati. It is declared that 85% of the Pergamenes are in a red line formation. The Roman is a bit thin overall though; so as the Pergamene wings approach, the Roman general folds back his wings (covering each end of the Pergamene army) to extend each end of his central Roman evocati line. He moves the evocati line at the same speed back as the enemy is approaching. He stops short of the enemy being able to reach their required movement displacement of 5 maximum unit widths. The battle now commences. Pergamene loses because 1) it can not manuver, and 2) The end count shows that 50% of the surviving army only made positive displacement of 5 maximum unit widths forward. Most of the survivors being Pergamene cavalry. Rome also wins by being able to move much more easily. It is able to recover its routers. Pergamene routers could not rally because they have no room to recover.

SIDE CAMPER IS NOT ON RED LINE-- Kholkis army deploys on a small forested hill near the side of the map. Armenian army walls off the perimeter of the Kholkhis army. Armenian sends in scouts; but isn't sure about a red line (being 2 max unit widths) from the red line. Upon sending the encirclement text, Kholkhis general fesses up that 85% of army are contained in the perimeter. However, he states truthfully that no unit has been in the red line zone. Encirclement rules are canceled. Regular rules must apply.

CORNER CAMPER BREAKS OUT--Indian army deployed in corner and Iweiru army encircles. It is verified that 85% of army is trapped in corner. Indian army sends in a vanguard/ counter wall of indo/ greek spear and phalanx and Indian mace men to hold off the enemy's right flank and middle. They create a refused flank. This creates a tunnel out for the main army. On it's right flank, Indian army charges 6 Mauryan elephants onto the cavalry and spear of the enemy's left flank. This is combined with indo/greek and Indian cavalry mixed with fast spear. This is then followed by the remaining Indian troops. The elephants blow away the enemy's left flank of the enemy and then turn onto the enemy's center flank and rear. The Iweiru army turns/ rotates in motion to face the spearmen and missilemen; it sends it's elite sword reserves to try to recreate a new left flank to face the elephant onslaught.. However, there's a giant gap now. The Indian cavalry rides through and the infantry marches through the gap. The Iweiru army starts to crush the Indian vanguard and with its archers starts routing the Indian elephants. The surviving Indian elephants back off and head toward the direction of the escaping Indian force. It's only been 25 minutes the game is paused, an inventory is made by both sides through discussion and 100% of the survivors have made it out. The vanguard however has been completely crushed.

SIDE CAMPER BREAKS OUT--Antigonid army is trapped on the side and Atropatkan army encircles. It is verified through scouting and discussion that at least 85% of the Antigonid army is encircled. The main Antigonid army's front line is quite a bit forward (8 max unit widths from the red line) on a slight wooded rise. The violation appears to be that the Antigonids have receding/ refused flanks of Thracians, Hypaspists and support troops that trail back to the red line on the left and right sides. Battle commences and the Elite Antigonid pike line (3 movement) surges forward and makes contact with the Atropatkans. They then go into phalanx formation. The Atropatkan start shooting up the center until contact is made and the Atropatkan super heavy cavalry floods into the right side of the Antigonid refused flank where they are stopped by the thracians, hypaspists, and hidden thorakitai spear. The left flank of the Antigonids swings forward with a combined arms force of thracians, hypaspists, Alexander, cavalry, and fast spear. It latches onto the Atropatkan right flank and blows it away. Antigonid horse swings around to hit the Atropatkan rear. Meanwhile, hidden Antigonid light horse arrives from the rear. The Antigonid left flank wheels onto the rear of the Atropatkans and kills it's general. Game is over within 20 minutes.


Can the Encirclement Rule be Used More Than Once Per Game?

Yes. Perhaps, your enemy escapes and goes to another corner or red lined area. If you can encircle him again, you can declare encirclement.


Can the Encirclement Rule be Used Twice on the Same Encircled Group?

No. Once encirclement rule has been fully exercised. Encircled troops making a full displacement per the rules are not allowed to return to the same position. If they return, they must surrender. The game is over.

However, there is an exception as in the Example with the Khokhis Example case (Side Camper is Not on Redline). If an encircled group receives an encirclement text and has not violated the red line, the Encirclement is canceled. Then, if the encircled enemy is caught violating it, then they can be hit with another encirclement order. The 2nd encirclement order is then executed.


Are There Proactive Actions That a Potentially Encircled Army Can Do?

First, send out scouts to figure out where your enemy is. Second, move out of the red lined area or corner camp as quickly as is possible. Third, if you can't move away quickly before an encirclement text is delivered, move forward (creating space for manuverability) and go on the attack and get away from the red lines (at least 2 maximum unit widths distance). Doing so will most likely nullify an encirclement.


Conclusion

Encircling enemies is not a new thing. It's done all the time. The best players are excellent at scouting, good at encircling/ walling, and thoroughly cleanse the map of outliers, With the encirclement rule, the potential corner camper or red liner has more risk and a lot less incentive for being in the corner or side of the map. So the chances over time are that they will hang out there are much less.


To be continued. We invite commentation through texting. If you disagree, text me directly. If you want to help edit, please let me know.

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Example A Army Composition. Rome vs. Athens
You can win more battles because of a clever army composition than because of micro management. You only can do this when you know what roster the enemy's faction has.


THINK BEFORE YOU FIGHT

There are different components, almost every army needs. Basically the most simple are:
a) HOLDING POWER
Standard Hoplite for example have a solid holding power, but small killing power.
b) KILLING POWER.
A roman legion has a pretty good killing power, and some medium holding power too.

You need both! Almost any combination of HOLDING and KILLING can work.
Sometimes a certain unit can fulfill both roles acceptably, and the rest of the army's purpose is to support and defend.


GETTING STARTED

Rome (Polybian)

Start of with the infantry core.
A first cheap battle line is always a good choice. So lets throw in FIVE HASTATI.
Wait - what is their use? Weaken more expensive enemy units, push Skirmishers away ,throw some javelins or soak up missile damage to protect your expensive units.
But why not bring only two? Or better bring 10?
You need to find a good balance. If you bring only two, you cant use them as a first battle line. Instead you could use them to fill gaps and support your fighting principes.
If you bring ten hastati, you have so many of them in one or two lines, that they cant fight effectively.

Good. But my hastati won't be able to hold the line forever. We need some sturdy roman infantry.
Lets throw in FIVE PRINCIPES. They have high armor and high attack - good combination to finish the weakened enemy. Hastati weakened the enemy on a super cost-effective way, and the damaged and tired enemy units face your very strong principes, this works great.

Now we have two lines of melee infantry. Cavalry always adds a flexible part to your army. NEVER NEVER play without a single cavalry unit. Not bringing cavalry means that you can't get rid of enemy skirmishers effectively and you have to protect yours the whole time. Roman cavalry is pretty mediocre, THREE LEGIONARY CAVALRY should do their job.
Their use should be: Hunting skirmishers, closing gaps between your troops, catching enemy cavalry or to reinforce a fight that might not go in the right direction.

Choose safety and bring FOUR TRIARII to protect our back. When the enemy cavalry is dead, they can pretty effectively reinforce into some melee fights.
A bit of money left, a good army is always a flexible one!
TWO NUMIDIAN CAVALRY would be a bit risky but can be very useful.

Since we are a bit on this safety thing today, lets bring some foot skirmishers. We have sufficient funds, so we have to choose between Archers and Slingers. Archers deal a good amount of damage quickly, but slingers would be perfect to slowly kill some pikemen. Both can do well, it depends on the enemy. Since pikes usually are outplayed in melee too, we are going to choose TWO SYRIAN ARCHERS. Their purpose is to weaken enemy units or to possibly deal with inferior enemy skirmishers. Athens has some Javelin-Cavalry, too.

Since we have left some talents, we're going to upgrade some units. Boost the cavalry and some hastati.units TO PUT CHEVRONS ON: Cheap and medium infantry units, some mediocre cavalry. If your army points available are small, DO NOT TO PUT CHEVRONS ON elite units of any kind.

Application Note: (Constatine the Great): Good example for building a Camillian Roman Army is the Rise of Rome DLC. Good examples for building Roman Polybian Armies are the Macedon and Hannibal DLC's armies.


Athens

Build a good hammer and anvil! Use Heavy Hoplites as holding force. Use Hippeus Lancers as Killing force. Buy Tarantine Cavalry to harass enemy horses or chase skirmishers. Utilize Militia Hoplite to soak up missile damage and protect skirmishers. Then add standard Archers to weaken enemy units.
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Special Units: Chariots, Elephants, War Dogs
CHARIOTS

Chariots have a long tradition several thousand years ago. They we're used to carry a fighter and his equipment directly to the battle. Sometimes they were used to crush the enemy lines with the impact. Another eastern idea was to attach blades to the sides to inflict extra damage and cause fear under the enemy ranks. This followed to a counter tactic, where the infantry line simply opened a corridor to let the chariot pass through. This is not possible in game.

In game uses
Break ordered ranks of infantry. Run down sword infantry. To avoid that your chariots get bogged down always spam move orders after you attacked. Enemy spear units (cavalry counter tactics especially) can damage your chariots quickly. Chariots often start to waver when they lost 50% of their men.

Counter units
a) All missile units
b) heavy cavalry
c) heavy spear units
d) pikes

Counter tactics
a) Pin the chariots with at least medium cavalry. Reinforce with more cavalry if possible. A charge of shock cavalry can be useful, too.
b) Prepare your battle line to oppose some gaps between your first line and the lines behind it. You sacrifice some men in the first line to effectively kill the chariots with your missiles behind it. If possible, put your first line into hoplite wall or shield wall to better brace against the charge.



ELEPHANTS

First used by the Achaemenid empire 5th century BC. Alexander the great discovered their possible uses when fighting war elephants himself and the word spread fast in the ancient world. The historic counter tactic was opening a corridor to pass through, hacking into their feet with axes and shoot missiles on them. The roman's fanfare at the battle of Zama actually caused the elephants to go crazy and run through Hannibal's own men.

In game uses
Kills. More kills. Even more kills. Trample everything.
Seriously, that's it. Additionally, their scare effect actually really helps in producing chain routs.

Counter units (descending from best to worst)
a) Javelins
b) Skirmisher cavalry
c) other missiles
d) very heavy spear units with cavalry counter tactics.
e) pike

Counter tactics

Three volleys of flaming arrows.
One or less volley of javelins (normal and flaming).
Eight volleys from slingers - but they did so much HP damage that the elephant unit was almost dead after ~12 volleys.

If the enemy has skirmisher superiority, let your skirmishers fall back out of their range.
Similar to chariots, try to create a buffer between your infantry lines, so the enemy elephant can't reach your skirmishers easy. If you have multiple melee infantry lines, this can be also helpful because the second line throws their javelins at the elephants.



WAR DOGS

These special bred dogs we're trained to withstand the noise and chaos in battles.

In game use
Dogs can be useful in very special situations.
They can be a danger to: Light horse archers, light skirmishers.

War dogs are not good for the following tasks:
Use them to interrupt charges
Use them against medium or heavy cavalry
use them against any type of spear or sword infantry, not even naked swords - not even into
the rear of a fighting unit.

War dogs movement mechanic doesn't work well all the time, keep that in mind when bringing this unit.

Counter units
a) Cavalry charging the dogs (VERY VERY EFFECTIVE)
b) Everything with armor

Counter tactics
Protect your skirmishers.
Protect your horse archers with melee cavalry or a spear unit.

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Really Difficult Technical Questions
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General and Technical Questions
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Launcher Support
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Unit Abilities and Hybrid Units
ABILITIES

1. Active Abilities - must be triggered!
First of all, there are abilities that are only active if you give the order. These only last a specific duration. Almost all of these have a big fatigue penalty.


2. Formations
Second, there are different formations, which can simply be turned ON or OFF without limitations.
These usually trade some statistic values.
For Example "Attacking Testudo". It trades off speed in favor of protection against missiles.


3. Passive Skills
Last but not least there are permanent traits or skills that simply exist and always influence the unit. Some of them are "Area of Influence", like "Fear" or "Encourage" effects. Some of them are like a unit attribute.


You can get information on all abilities in game. Just go to custom battle and hover the cursor over the ability icon.


UNIT HYBRIDS

Some units don't fit perfectly in the standard categories.


Thureos Spears: Greek Factions

Basically a spear unit with ranged javelin capabilites.
They carry 5 Javelins per man (compared to 7-10 on full skirmisher units).


Skirmishing Swordsmen

A sword + javelin hybrid.
They have 5 Javelin ammunition.


Agrianian Axemen

An axe + javelin hybrid.
Since it's counted as a missile unit, it has 7 ammo.


Elite Javelin Skirmishers

These guys have a surprisingly good armor compared to other skirmishers. They also have some (not good but its better than nothing) melee capabilities. They can withstand a medium melee cavalry charge with some difficulties, but they don't rout instantly.


Archers with Spears

These unit actually carries a spear as secondary weapon into battle. They act like a normal archer unit, but they get a hidden +30 bonus vs. large in melee.


Shock Infantry

Not easy to draw the line here, but generally infantry units with the purpose to shock the enemy line: Make many kills quickly, but lose in the prolonged fight.
Many of them have the rare bonus vs. infantry.
Falx units can also be seen as Shock infantry.


Javelin + melee Cavalry

This is a unit with good enough melee stats to count as a melee cavalry unit, but also has 7 javelins ready to throw anytime. Most of them have base stats equal to most light cavalry units.
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