Tommy's Tips for new players

These new and improved Tips are provided by Tommy Jensen. There is a different document with tips by Niels Lademark.

The almighty G.O.D. has asked me to pass on some of my hard earned knowledge about the game. I have played in all the previous incarnations of COSMOS Fantasy (...is it 4 games? I forget, as the first was a looong time ago). I play a sort of light game, preferring to soak up the atmosphere and kick butt; and not worry too much about all the numbers! So don't expect any number-crunching munchkin power-tips - 'cause I don't know any. Well, here goes...

What is pbm or pbem?

Have you ever played a play by mail or play by e-mail game? A pbm or pbem works likes this: A gamemaster runs the game (in COSMOS this is done largely by a computer), and all the players send in their moves. Then the gamemaster process the moves and send out turn reports (the results of you and the other players actions during the turn). In COSMOS you send and receive your moves by e-mail.

How do I write my orders?

Writing to the COSMOS computer is not like other pbm or pbem's! So even if you are used to play by mail games you may be surprised (or even confused) when you see how it is done in COSMOS. In the rule book are some sample orders that you could check out. However lets just have a quick look on how it works:
You can issue orders for your nation, your units and sometimes even your locations!
It does not matter to the computer in which order you write your orders except that nation orders must come first, however I suggest you start with the nation orders, follow with any location orders you might have and then go on to your units. When you write your you have to write one order per line
A typical nation order could be:

policy 12 enemy

If you had more nation orders you could write them like this:

policy 12 enemy
launch warships 2
policy 6 ally

Note that the system does not care if you use upper or lower case letters.

When writing orders to units or locations (you must own units or locations to give orders to them), you start with the unit or location id - followed by a colon. Just like this:

3201:
move 401 402 403

Your units will execute the orders in the order you write them (and when the computer runs the turn - all units will be performing their orders at the same time). A whole batch of orders to a unit might look like this:

3201:
move 401 402 403
tactics defend
search 5

Locations usually only perform orders that up or downgrade themselves (a city or castle might improve its wall rating for example).

Embedded Orders

What is embedded orders and why is it needed! There is generally two kind of embedded orders: When you create new units and when you use the order or repeatorders! An embedded order is an order within an order (gulp!?). Why? Because this allows you to give orders to units which you do not have yet (this sounds good). If you for example recruit a new unit of archers this turn, you do not yet know what id-number it will get - and this is a real bummer because then you cannot give it any orders (and you really wanted it to move into that castle and guard it). When you write embedded orders it might look like this:

3201:
recruit 3
orders:
   join 3201
.
move 401 402 403

The red text is the orders that will be performed by the new unit! Embedded orders are very useful and a vital part of the COSMOS system (don't let it scare you).

The Rules

You may find that the rules are very big! This is because there is a lot you can do in COSMOS! You should not be alarmed however... Just take it easy and read the rules through once (skipping all the parts marked with an "*"). Use the index in the back to look up relevant orders as you need them.

Recruiting new troops

For some nations it is vital to recruit units from the very start, other nations might actually benefit from waiting a turn or two (this builds up your resource pools). When you recruit remember to check the exact location of the unit (usually an individual) doing the recruiting. It's no good to try recruiting inside a castle if you need to be in plains (as the inside of a castle is structure). Also make sure that you have the required resources (gold, men, arms or mana) to pay for the unit, especially if you are sending your commander into battle right after (he may end up going there alone...).

Naming

A nice feature allows you to name your units. Naming your leaders makes it so much easier to remember what they where doing last turn ("Oh yes, Sir Gallant was on his way to that ruin..."). On a more personal note I would like to encourage players to stay within the flavor of the game and not name their units Shitkickers, Strokers, AllanIsAnIdiot, R2D2, Capt. Kirk - and so on, as it spoils the atmosphere of the game! (That's just my opinion).

Castles & Fortifications

A hot tip! If you plan to attack a castle you must have at least 3 times as many troops as the defender (at least). The same is true in a lesser degree for fortified cities! Just don't say I did not warn you.
Unless you are very sure that your castle or city is safe - you should never leave it completely empty.

Embarking/Disembarking (advanced game)

Something that often cause problems for even the seasoned players is getting on and off boats! This has been made a lot easier in the newest version of COSMOS (thank G.O.D.). The rules has some good examples of getting on and off ships. Remember that all units perform their orders at the same time, and as soon as a unit (in this case a ship) starts to move, it breaks the connection to its current location (although it may take 2-4 phases before it arrives at its next location). Should enemy forces arrive it sort of bounces back, but for purpose of getting on and off - IT'S GONE! So it's no good to write like this:

3207:              @ (My Heavy Infantry currently aboard 3201)
  Disembark

3201:              @ (My ship)
  Move 122 123 124

While 3207 is trying to get off, 3201 set sails (this is usually the subject of home video tapes...). In any case, if ye be a seafaring nation - best check out the examples in the rules carefully, him G.O.D. knows what he be talking abouts!

Breaking old orders

Always check to see if your units are currently trying to complete orders from the last turn! They are listed in you turn report - unit list (not the map notes). Many a careful plan has been bungled by forgetting this ("Ooops I forgot that King Oaf would be controlling this hex for the next 16 phases...."). The Break order removes those nasty old orders!

Big Boys Win

Experiences from the earlier games seem to suggest that heavy troops are worth the money (and manpower or whatever). Don't expect to defend your nation with 200 militia (50 heavy inf. will cut through the like a blowtorch through butter). On the other hand, 200 militia are nice to have if you have 50 heavy inf. as well - to soak up damage and spare your expensive troops (as the combat system makes the opponent target the weakest units first!).

Check your resource pool every turn

Usually your nation will be pressed on one or two specific resources (that you just never seem to have enough off). Remember to check your pool before trying to recruit 100 Heavy Cavalry!  You may also be running out of resources even if you are not   recruiting new stuff this turn... and your troops tend to be upset if you do not pay the upkeep!

Your map

Don't think for a minute that just because you can see hex 231 and there is nothing there, that the entire elven army isn't hiding there. Even units not hiding can move unseen if you have no scouts or other units nearby! Anything more than two hexes away from your units or cities should be considered unknown! Especially inside other locations. Many a time has someone moved to control a tower or ruin only to find 50 wraiths or 250 bandits there already.

Talk to the Pros

There is more than likely one or more seasoned players on your team, and they are only an e-mail away... ask them if there is something you don't get (you could ask G.O.D., but he is very busy).

That's all folks - hope it helped!

Last update: Feb  27, 1998. (Some notes by Morten Larsen added Apr. 23, 1999 and some revisions made Feb. 5 2001)