Under the previous v2.2, there was a statement that - ‘If troops are moved into a camp occupied by friendly camp followers, the latter are driven out to make room and permanently removed from the game’. (P7, para 3). Under v3.0 I can find nothing similar, but we now have the option of camp followers leaving the camp for (2) PIPs ‘but without being unable to return’ and another friendly element moving in for another PIP.
Was this an intentional change, from effectively a single PIP to move a ‘good’ element into a camp during game play under previous version to now needing three PIPs to do the same?
Actually Martin, if a player has fixed Camp Followers glued to their Camp, how do they remove them when another friendly element wishes to enter? Or can’t friends enter if you have fixed Camp Followers already in place?
I think most people just use the City Denizen rule: a garrison of soldiers will defend the place, and if they leave the civilians (if still present) will take over.
A related question (which is so daft that I’ve been afraid to ask it until now) concerns the exact wording of the Camp defender rule. Quote:- “A Camp can be occupied by (a) non-allied troops (other than El or SCh), which can vacate it and may be replaced by another such element, or (b) Camp Followers that can move out but without being able to return.”
My daft question is about the use of the word “replaced”… ...if the Camp Followers leave, no other friends can enter, because there is no-one left inside to replace!
Surely that is not what was intended…
Anyway, camps are should be large enough to accommodate all the soldiers, all their mounts, AND all the camp followers, so there's plenty of room.
(And as I have said many times before, why can’t the Camp Followers return? Did the last one out slam the gates and they all forgot to bring the key? )
Last Edit: Jun 10, 2021 21:03:36 GMT by stevie: ...oh well..."We didn't write the rules"...☺