July 87 - Displays of Bravery
After losing Rome a couple turns ago, I seize Athenae in one epic battle :
This is quite the victory. Unfortunately, the remains of the Pontic – Hellenistic army manages to retreat, as I could not trap it in the city.
But at least, Athens is taken :
So here is the situation in Greece :
AS you can see, as I was taking Athens, Thessalonica was captured :
And here are my orders :
You cannot see the remains of the Pontic force I defeated because Romans have appaling scouting capacities, and thus enemy armies which retreat in mountains are out of my sight. I suppose it is broken anyway.
In the Far East, Lucullus have some victories ; nothing too big but it is still a please :
Unfortunately, the Pirates are still there, so I will keep Lucullus in Selinus one more turn :
But to be honest, the big events are in Italy :
How dare they ? How dare they ? The proscriptions (I did not take picture, but yes I suffered from them and it drew me out of cash) were bad enough – but this ? What are those people ? Communists ?
Anyway, there is another piece of news. The Populares finally launched their final assault, much to my surprise, and had quite a surprise (so did I) :
Let’s be honest that’s a crippling defeat ; but Loki100 had no idea about the equilibrium of forces and the importance of defensive position in AJE as it was his very first game. With one third of his main force destroyed, I can happily go retake Rome ! I am not too eager to pursue it, since for the same reason as in Greece I don’t see it (the population in the region is not loyal enough to tell me where they are) and I prefer Rome (sure fact) rather than running the risk of falling in more Populares.
I suppose the Populares may go for Rome themselves.
Beginner’s Corner – Unit advanced description
When you click on an element, you have an advanced description of it.
Let’s have a look on the elements in a legion :
Note that Imperial legions are different from late Republic legions.
So, from top to bottom :
Nationality : ROM is for Roman. You get “replacements” for your lost / damaged elements by nationality.
Experience : Well, obvious. Note that all those elements are from the same unit, and so that elements within the same unit can have different levels of experience.
Strength : The number of “black guys” is the current strength, while the total number of guys is the maximum. Thus, the Roman cavalry has 5 strength points out of 6. I will call them “strength points” (SP) from now on.
Name & type
Number : this is
exactly the same thing as the “strength”, except it is converted in a number of men (and / or horses, elephants, camels, siege machine, ships if applicable). The cavalry has 5 SP out of 6 – that’s 240 men and horses out of 300.
Offensive Fire : that’s the chance to hit when on the attack, at range. Each point gives you 2,5%. Archers are at about 10, slingers at 5. Javelineers can go up to 9, but of course they have less range than archers.
Defensive Fire : Same as offensive fire, but in defense. There is only a significant difference in the case of siege machine.
Initiative : Who shoots first… No effect on assault.
Range : Well, the range. For instance, whatever its initiative, archers facing legions will shoot first
Rate of Fire : Number of times a unit can shoot in a round of combat. A unit can shoot once per range up to the maximum of its rate of fire. For instance, archers with range 3 and ROF 2 will shoot once at range 3, once at range 2. They will not shoot at range 1 – it looks unrealistic but it is a simplification that gives realistic results.
Protection : For each point of protection, the chance to receive damage is reduced by 10%.
Discipine : This stat serves to about everything : chance to “form” a square when charged, chance to surrender in siege, chance to rout after taking hits, …
Assault : Each point gives 0,5% of chance to hit the enemy into assault. The two number (offense/defense) are always the same in AJE. It looks like very low but the “assault” test is done a lot more in combat than the range test.
Ranged / Assault damage : How much damage are done by these types of attack. The first is damage in SP, the second in cohesion.
Cohesion : Whether the unit is “exhausted” or not. The second number is the maximum, the first the current level. Cohesion will have its own beginner’s corner.
Movement : Type of movement. Each type of movement treats terrain differently
Speed Coeff. : Speed of the unit.
Detect Land / Sea Capacity to detect an opponent – it must beat the opponent “hide” ; which can have various bonuses. The highest Detect of the stack is used.
Hide Chance to stay unseen. The lowest hide of the stack is used. It can be modified a lot by terrain.
Weight : Weight of the unit, used when your transport it by ship
Support : A bit more complex – let’s just say that unit with “Support : Yes” do not count toward total frontage (i.e. the number of elements that can fight for a given terrain), or more accurately have their own frontage.
Police : How good is the element at gaining Military Control of a region.
Supply/Ammo : How much ammo/supply can carry, compared to its maximum.
Patrol : How much the unit can “block” enemy unit from passing. Patrol of a stack is the total of everyone’s patrol
Evade : How good is the unit to avoid enemy’s patrols. The evade of a stack is then averaged by unit - the lowest agerage evade of a stack is used to determine the evade of the whole stack.
Abilities : The abilities of the element. Note that the "Legion" ability becomes a detailled list brought by the Legatis element.
Money : Cost of the element in money
Day : How long it is to build an element.
Most of these elements will have their own beginner's corner.