2000-2001 Campaign Log: Part 18

It’s been almost a month since the last installment of the annotated log of the first campaign of Strategic Primer. In today’s segment, we begin the turn dated February 23, 2001.

Player Name Date Unit Attempted Action Result of Action
Arthur Pendragon 2/23/01 Riflemen 10 + 11 Launch to by Robert E. Lee. Unit 1:Launch successful.Unit 2:Launch successful.Unit 1:Forced to pull up and try again.Landed correctly.Unit 2:Unit crashed.2 men died.
Arthur Pendragon 2/23/01 All units by Robert E. Lee Bombard Robert E. Lee’s HQ. Killed enemy Rabble and Legion (with Rail Cannon and Riflemen), and left enemy Longship with 1 Health Point.
Arthur Pendragon 2/23/01 Riflemen by Robert E. Lee Attack Robert E. Lee’s HQ. Attacks but is not beaten immediately.Enemy was swept out of formation and could fight.Charged unscathed.Charger disabled.Charged disabled.Charger unscathed.Charged unscathed.Charger unscathed.Charged unscathed.Charger killed.Charged unscathed.Charger unscathed.Charged unscathed.Charger unscathed.Charged unscathed.Charger unscathed.Charged unscathed.Charger unscathed.Charged killed.Charged unit entirely knocked out or killed.Charged was knocked out or killed.
None 2/23/01 None None. Robert E. Lee has been utterly defeated!

Well. That was an exciting start to the turn (though the specific round-by-round details of the fighting were, in retrospect, a bit much to include …)

Arthur Pendragon and Xenophon 2/23/01 None None None. Arthur and Xenophon sign a treaty and permanent non-aggression pact, placing the border of Arthur’s land from Robert E. Lee’s former HQ in the N to around Wellington’s HQ in the S.

I should note that in that campaign, one of the many factors that contributed to a player’s “score” was the amount of territory he or she “owned”—but unless borders had been set by treaty like this, I only counted a certain area around each fortress and (if I remember correctly …) unit. While there is at present no notion of “score” in the current campaign (though that may change), with the new role of villages the concept of “territory controlled” is still important … and I don’t yet have a good understanding of that.

Xenophon 2/23/01 Mounted Longbows, Mounted Crossbowmen 1, Scout 3 Move NE Moved out of step 1 hr (68 mi).Moved out of step 1 hr (68 mi).Bogged down.Moved out of step 1 hr (68 mi).Moved correctly 1 hr (68 mi).Moved correctly 1 hr (68 mi).Total distance: 340 mi.
Xenophon 2/23/01 Mounted Crossbow 3, 4 & Aerial Scout 1 Move NE. Moved correctly 1 hr (68 mi).Bogged down.Moved correctly 1 hr (68 mi).Moved correctly 1 hr (68 mi).Moved correctly 1 hr (68 mi).Moved correctly 1 hr (68 mi).Moved correctly 1 hr (68 mi).Bogged down.Moved correctly the rest of the way to the ocean (about 57 mi). Total distance: about 465 mi.
Xenophon 2/23/01 Junk 2 Sail down from Southport to the bottom of the lake or as far as possible in 1 day. (990 mi to the bottom of the lake) Forced to tack for 1 hr (35 mi).Becalmed.Becalmed.Moved at proper speed for 1 hr (70 mi).Becalmed.Forced to tack for 1 hr (35 mi).Forced to tack for 1 hr (35 mi).Forced to tack for 1 hr (35 mi).Forced to tack for 1 hr (35 mi).Becalmed.Forced to tack for 1 hr (35 mi).Forced to tack for 1 hr (35 mi).Becalmed.Forced to tack for 1 hr (35 mi).Becalmed.Becalmed.Moved at proper speed for 1 hr (70 mi).Forced to tack for 1 hr (35 mi).Moved at proper speed for 1 hr (70 mi).Becalmed.Forced to tack for 1 hr (35 mi).Total distance: 560 mi.

My rules for handling sea movement (and sea combat, which may have come up in this log before) were extremely rudimentary. I don’t have anything for those in the current campaign (since I haven’t had any need for them yet), but I’d do something like determining what direction the wind is blowing at various times during the day, rather than just rolling a die with “becalmed” and “forced to tack” being some of the options that can come up.

We’ll end with the remainder of the turn (which isn’t much …):

George Washington 2/23/01 None None None
End of 2/23/01

We’ll look at the next bit next month.

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