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Entry # Time Turn Player Title Entry
36 12/23/2016 6:55:00 PM Turn 1 Romans Message Greetings to the Aedui, my steadfast Gallic allies.
Please ignore my eight legions camped around Mandubii, they are just ..um...tourists.

Is there any way the mighty Toman Empire could tempt you to play the the Cingetorix event? A few resources perhaps? The promise of being agreeable in any upcoming trade deal (so you get the benefit)...

Just thought I would put that out there..we do need to keep those Belgae in their place.
35 12/16/2016 4:37:00 PM Turn 1 Aedui Message Since you mentioned it I think it is actually a good idea to do a run through solo. I am going to set up a game and do that. Video was also really good ;)
34 12/16/2016 3:16:00 PM Turn 1 Belgae Message Dangit, following the COIN flowchart was going to be my secret weapon! I'll check the video, thanks!
33 12/16/2016 12:14:00 PM Turn 1 Averni Message Ok...why reinvent the wheel? Here is a video that goes through the "Sequence of Play," which should clarify a lot of things. You can start watching at about the 4 minute mark.

https://www.youtube.com/watch?v=seBeKlzmv0Y
32 12/16/2016 11:41:00 AM Turn 1 Averni Message We could play a couple of turns with a LOT of annotation to explain the basic game mechanics.

These games can be played solo, and they have rules for running the "non player" factions as bots. There is a flowchart for it that comes with the game, but the rules themselves also have the basic AI for all factions. If you are ever at a loss as to what to do, you can always consult the AI...pretty cool. Those rules start on p17. E.g. In the case of the Averni, the AI stresses marching or *any* action that guarantees at least one legion gets eliminated. I can eliminate legions without actually having to fight them by using my "Devastate" ability. We basically run into the region where the Romans are and burn all the crops and stuff. The Romans then starve...in terms of game mechanics, I simply pull off 1/4 of my warbands (troops) and all other factions pull off 1/3 of their troops. "Devastate" hurts everyone. I'll tell you what: why don't I try to explain the basic rules and see if it helps John. Then we can decide if we want to maybe play some training turns and/or quit or start over...
31 12/16/2016 11:37:00 AM Turn 1 Romans Message I was thinking the opposite, that this would be a good training exercise, as there is no time pressure to take your turn.
So I am fine with this taking a while. Plus the game plays better with four than with three!

As I understand it , the Aedui are loosely allied with the Romans, the Belgae with the Averni, but at the end of the day thay are all out for themselves. Aedui get a good trading bonus if the Romans are agreeable, for example, so perhaps the Aedui will allow Roman supply, and movement through their terrain. The Belgae have no such incentive to be nice.

Tim is correct the Romans only need two more points to win, but victory is checked at the Winter phase.
Winter is between 10 and 15 cards into the deck, so is a ways off. Also that Legio X card looks too good to turn down so I don't think the Romans will be doing any expanding next turn. Unless something very important turns up they will be taking that card and doing hence nothing on the battlefield for that turn.

I would vote for carrying on and muddling through this training game. Or we can get a few turns in and then reset.



30 12/16/2016 11:11:00 AM Turn 1 Belgae Message I'm good either way.

And yeah I've never played so I'm "dead money", but I have lots of ACTS / Vassal experience so I'm comfortable learning this way.
29 12/16/2016 11:03:00 AM Turn 1 Averni Message I have no problem if you want to watch.

I don't think you're the only one that's a little hazy on the rules. ;-)

It would also be very helpful to get together F2F. Using VASSAL as a first experience with these kinds of games is uh, ambitious to say the least.
28 12/16/2016 5:31:00 AM Turn 1 Aedui Message All right, got the game up on vassal, loaded the saves, took a look at the rules and must admit I am thoroughly confused on how everything works. Any chance I can just watch the first game? I fear otherwise it may take some time for me to figure it out and I do not want to hold everything up.
27 12/16/2016 12:44:00 AM Turn 1 Averni Message Capability cards are permanent.

There is no way to prevent the Roman player from getting that card next turn if he wants it, because he acts first.
26 12/16/2016 12:39:00 AM Turn 1 Belgae Message Oh snap, sounds like somebody knows the rules.

Yeah my understanding is the capability cards are permanent.
25 12/16/2016 12:32:00 AM Turn 1 Averni Message Hey Aedui! (John)

I'm not sure if/when you are going to get a chance to play, but the Romans are only 2 victory points away from achieving their victory conditions. One (or both) of us should probably add an Allied marker in a subdued location. I can do it through "Rally," and you could do it in a non-controlled region using "Soborn." All of your "controlled" regions have no subdued locations. Just sayin...
24 12/15/2016 11:52:00 PM Turn 1 Romans Message i could not wait to see the new card! I updated the end of turn info with a new logfile.

I moved Rome and Belgae into the ineligible box, updated the resource count, updated the Roman score, discarded the old current card, moved the upcoming card into the current slot and revealed the new card : Legio X. The new card is a Capability card. I need to look that up, might be a persistent benefit?

23 12/15/2016 11:45:00 PM Turn 1 Romans Message and if you particularly like the next card up, more than the current one then you can also pass, take one resource, and then stay eligible for the next card.
22 12/15/2016 12:20:00 PM Turn 1 Averni Message Belgae, you are correct.

The player order will vary..the next player (blue) should move the yellow and red cylinders into the unavailable slot and draw a new card. They then get to decide if they want to use the event, take an action, or whatever...
21 12/15/2016 11:27:00 AM Turn 1 Belgae Message Let me check my understanding since we seem stalled:
* First card, Aduatuca, is done since Belgians (me) went first for the shaded event, then Romans (Mark) did a command.
* Card should be discarded now or later? I still see it up in the log file.
* Next card, Indutiomarus, has same faction order (do they all?) but since Mark & I have gone we're not eligible; it's up to blue (Aedui) to go next?
20 12/14/2016 8:12:00 PM Turn 1 Romans Message the other way of updating resources is to do it through your Available Forces card. Top right.
19 12/14/2016 11:47:00 AM Turn 1 Romans Message whoops!
18 12/14/2016 1:22:00 AM Turn 1 Averni Message It looks to me like you did the combat right...but you moved the Averni resource marker down by 4 along with the Roman resource marker. Are you taxing our corpses?

If the next player could move the Averni marker back to 20, that would be good. You have to double click the Roman resource marker to "unstack" the stack.
17 12/13/2016 11:57:00 PM Turn 1 Romans Message one more thing; the Roman marker on the victory track should move up 1 from 13 to 14, because the Nervii got nervous and came back into the embrace of the Empire.
16 12/13/2016 11:53:00 PM Turn 1 Romans Message log file updated.
That is the end of that turn. I should have
1. moved the Roman and the Belgae marker into the unavailable box.
2. discarded the card Aduataca
3. Moved the card Indutiomarus from Upcoming into current, and revelaed a new card in the "Upcoming" spot.

However i didnt do that so the next player up, which is the Aedui, can do all that.
15 12/13/2016 11:47:00 PM Turn 1 Romans Message Aux units in both provinces are flipped to revealed
14 12/13/2016 11:45:00 PM Turn 1 Romans Message Meanwhile over in Treveri , 2 legions and 2 Aux are in action against 2 German warbands. Germans never retreat, so they take the full losses, 2from the legions and 1 from the Aux, so they are also eliminated, and there is no counterattack.
13 12/13/2016 11:42:00 PM Turn 1 Romans Message Mandubii battle

Losses are 1 per legion(8), plus 0.5 point per Aux(2) for a total of 9, divided by 2 as the Averni are retreating, rounded down to 4. So Averni lose all their war bands... is that right? If they had not retreated they would have lost ..all their warbands. So it did not make a difference.

12 12/13/2016 11:37:00 PM Turn 1 Romans Message A very wise decision!
This costs the mighty Roman Empire 2 resources. In addition, and i should have declareded this earlier, the Romans are battling Germanic tribes in Treveri, so total cost is 4 resources. Not sure if that is a good deal, but anyway.


11 12/13/2016 11:22:00 PM Turn 1 Averni Message The mighty Averni choose not to retreat.

Rather, we will advance into Carnutes.
10 12/13/2016 10:31:00 PM Turn 1 Romans Message Battle command with SA besiege targeting the ARVERNI in Mandubi Province.
Besiege SA removed allied tribe in Senones

Do the Averni opt to retreat or to stand their ground against my mighty legions?!

By the way, feel free to correct me if i am doing something wrong!

9 12/13/2016 10:26:00 PM Turn 1 Romans Message I put one Roman Aux back in play in Nervii.
Ii thought about passing to get the next event, but decided against it.
I also placed Ceaser in Provincia. For some reason the default setup left him off the board.

8 12/13/2016 12:47:00 PM Turn 1 Romans Message and now we are four!
7 12/13/2016 12:46:00 PM Turn 1 Romans Change Player 3 player Player 3 player changed from mcaskey to John
6 12/13/2016 12:31:00 AM Turn 1 Belgae Message I wasn't sure if my warband allied with the Germans for the attack. If not, can replace 1 Roman.

My strategy is to get my first turn out of the way so I have several more plays to wait through while I re-read the rules. :)
5 12/13/2016 12:29:00 AM Turn 1 Romans Message Is it one roman loss or two? March Germans to a region with a fort. They (i am thinking this means the Germans) ambush Romans. One loss per two warbands...there are only three German warbands in the region.
4 12/12/2016 8:13:00 PM Turn 1 Belgae Message Rockin'. Thanks for setting this up, Mark!
3 12/12/2016 8:07:00 PM Turn 1 Romans Message Ha! Changed the name! ACTS programming genius!
2 12/12/2016 8:07:00 PM Turn 1 Romans Change Player 0 player Player 0 player changed from mcaskey to mcaskey
1 12/12/2016 8:06:00 PM Turn 1 Romans Message ok, what a lame name for the game. it was the default, and I don't see a way to change it. I can add John when he joins ACTS

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