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Cold Wars 2016 Events
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PostPosted: Mon Jan 18, 2016 2:54 pm    Post subject: Regarding the Host

Just in case someone is reading this thread and not anything else. The Host will still be our venue for Cold Wars 2016.
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Ed Kollmer
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PostPosted: Tue Jan 19, 2016 3:04 am    Post subject:

Thanks!
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PostPosted: Wed Jan 20, 2016 5:11 pm    Post subject: Dogs of War lists

Does anyone have a list of lists where the Dogs of War are possible. I have tried with my Anglo-Irish, but I can't make 540 points of D's, at least not without using all 8 figure units. The minimums are just to egregious for 1200 points. 36 LMI, 24 LI, 6EHK, CIC upgrade to EHK.
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PostPosted: Wed Jan 20, 2016 7:56 pm    Post subject: Dogs capable lists

Below I have a rough list of Dogs of War capable lists. I put this together quickly, and based on looking at full 1600 points lists...so...some cases will not work for 1200...and I may have missed a list here or there.

Also, while lists are capable of being used for Dogs, many you will not want to use for various reasons.

New World Warrior (old lists) : Aztec, Mixtec, Inca, Toltec

African : Ghana, Mali, Songhai, Riverine, Senegambia, Hausa States, Kanem-Bornu, Central Sudanese, Nubian Christian, Oyo, Benin, Dahomey, Western FOrest Belt, Kongo and Angola, Lake City Bahima, Coastal Swahili, Ngoni/R-R

Biblical : Early Dynastic Sumerian, Old/Middle Kingdom Egyptian, Elamite, H. Barbarians, Bedouin Foot Nomads, EArly Syrian, Akkadian/Later-Sumerian, Old Babylonian/Assyrian, Kassite, Bedouin Tribes, Hyksos, Anatolian States, Minoan/Mycenean, Philistine, Cypriot, Neo-Babylonian, Urartian, Neo-Assyrian

Classical : Skythian, Etruscan, Illyrian, Saite Egyptian, Oscan, Early Macedonian, Early Ach Persian, Pre-Rep Indian, Syracusan, Later Hoplite Greek, Later Ach Persian, Macedonian Early Successor(Antigonid), Seleucid, Ptolemaic, Polybian Roman, Later Carthage, Numidian, Hellenistic Greek, Maccabean Jewish

Imperial : Meroitic Kushite, Early Armenian, Nabbatean Arab, Parthian, Commagene, Marian Roman, Spartacan, EIR, Later Moorish, Alan, Sassanid Persian, LIR, Hunnic, Patrician Roman

Dark Age : Scots-Irish, Early Saxon, Italian Ostrogothic, Romano-British, Sub-Roman British, Early Bulgar, Early Byzantine, Arab Imperial, Carolingian Frank, Maurikian Byzantine, Andalusian, Italian Lombard, Thematic Byzantine, Pecheneg, Pre-Feudal German, Norse-Irish, Anglo-Danish

Holy Warrior : Nikephoran Byzantine, Ghaznavid(just barely), Komnenan Byzantine, Early Ottoman, Later Ottoman, Khwarizmian, Nicean/Early-Pal Byzantine, Later-Pal Byzantine

Feudal Warrior : Prussian, Lithuanian, Feudal German, Communal Italian, Papal Italian, Siculo-Italo Norman, Anglo-Norman, Anglo-Irish(late), Feudal English, Hohenstaufen Sicilian(early), Early Teutonic, Low Countries, Holy Roman Imperial, Medieval German Leagues, Italian Condotta, Medieval French, Later Teutonic, Early Burgundian, French Ordonnance, War of the Roses

Oriental : Ko-Choson Korean, Warring States Chinese, Early Indian, Qin Chinese, Xiongnu(early), Han Chinese, Xianbei, 3 Kingdoms China, 3 Kingdoms Korean, Burmese, Early Tang, Tangut, Nanzhao, Uighur Turk, Later Tang, Khmer(late), 10IS, Jurchen/Jin Chinese, Khitan Liao, Koryo Korean, Song Chinese, Rajput, Sultanate of Delhi, Yuan, Vijayanagara, Bahmani, Ming
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PostPosted: Thu Jan 21, 2016 2:19 pm    Post subject: Thanks

Thanks, I knew someone did the work.
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PostPosted: Thu Jan 21, 2016 10:50 pm    Post subject: Early Teutonic

Forgot Early Teutonic, with the Feudal Warrior update it too can be a Dogs of War army.
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PostPosted: Tue Feb 02, 2016 9:32 pm    Post subject:

Waaaaay late: the WBC moved from the Host after (i) too many access issues, (ii) too many structural failures (no a/c, mould, this last year the swimming pool leaking into gaming rooms (!!)) (iii) future uncertainty, (iv) running out of space.

Seven Springs has more gaming space, albeit a bit spread out; and as Scott mentions, is very much a self-contained site, little or no likelihood of eating off-site. It's going to be interesting to see how things go this year (the first at SS) and next (after people get to actually see the new joint).

Looks as though I may make it to CW this year, for the first time in ages. Looking forward to seeing y'all.
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Ed Kollmer
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PostPosted: Wed Feb 03, 2016 7:19 pm    Post subject:

Scott:
Those mods on deployment. Are they universal or just for this tourney?
Trying to figure out if I need to redo my deployment rules.
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PostPosted: Wed Feb 03, 2016 11:45 pm    Post subject: Deployment

Ed,

We typically use the deployment rules for NASAMW events across Cold Wars, Historicon and Fall In. At least a few other events are using them also.

The goal has been to speed up game starts, and it appears to have worked.

As for the latest changes noted herein, we are testing them. They're designed to make scouting points a little less powerful. If we're happy we will continue to use them (if not, we'll change them).
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PostPosted: Fri Feb 05, 2016 2:32 am    Post subject:

Thanks Frank!
However, as I re-read them and looked at the rules in my binder (rulebook).
Remember Frank, I am a slow learner.

"When placing commands, players first dice before each command placement pairing (one command each) to determine who places the appropriate command first."

"Before each command placement pairing"
What does that mean?????


"Side 1 has more but not double scouting of Side 2. Side 1's command placement die rolls are +1
Side 1 has double but not triple scouting. Side 1's command placement die rolls are +2
Side 1 has triple more more scouting. Side 1's command placement die rolls are +3."

Ewan and I have a game. Who is side 1? Who is side 2?????

Ed the Ignorant
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PostPosted: Fri Feb 05, 2016 3:42 am    Post subject:

You are side 2, Ed, because you never have any scouting points Smile.

Last edited by Ewan McNay on Fri Feb 05, 2016 4:13 am; edited 1 time in total
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Ed Kollmer
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PostPosted: Fri Feb 05, 2016 3:54 am    Post subject:

We don't need those wimpy light troops.
ARMOUR !!! is my watch word. Mad
Ed the Rash
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PostPosted: Fri Feb 05, 2016 7:45 pm    Post subject: a little more help for Ed

Ed, thanks for your questions...always happy to help.

Each player identifies their largest command by army points.

They then each roll a d6. A player with more scouting points than their opponent gets either a +1 (more but not double), a +2 (double but not triple) or a +3 (outscouts their opponent) bonus to that die roll.

The loser of this die roll must deploy that command first.

This process is repeated for the next largest (by army points) command for each player, and so on (a player may be deploying a command unopposed if that player has more commands in their army than their opponent).

Note that this supersedes the rule book deployment in many respects, particularly in the outscouting sense...where you are very likely to deploy your commands after the opponent, but not always, and they must proceed command by command.

Frank
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Ed Kollmer
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PostPosted: Sat Feb 06, 2016 1:32 am    Post subject:

Great!
Thanks Frank
Now this makes sense (slow learner).
This replaces the "Deployment-Order of Commands" and "Choice of Table Edge" sections of my Deployment rules.
However, does this also replace or eliminate the "Deployment - Zones" section.

Ed the Searcher of Wisdom
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PostPosted: Sun Feb 07, 2016 1:24 am    Post subject: not exactly

Deployment zones still exist, for some purposes...such as if your artillery deploy farther forward than your rear zone (back 240), they cannot fire turn 1 (or 2 if Stone Throwers/Bombards). Also, Temporary Fortifications can only be placed in your rear 240 unless a list rule permits them farther forward.

However, if outscouted your area for deployment is your rear 360, not 240. You an still force march troops in front of that (up to 240 back from centerline).

Frank
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