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Wednesday, 14 November 2012

A spark ignites! Gondor in Flames Turn 1

The seeds of war have been sown, Evil is rising and Good must confront them.

Sauron has a company of orcs at Barad dur, he has also enlisted the aid of the Haradrim who have an orc company south of the Harnen river.

The steward of Gondor, Denethor, raises a company in response and calls upon Prince Imrahil to confront the evil that has stirred, who also dispatches one of his companies to war.



Lieutenant Mainz and Dengond lead the free peoples, While Lieutenant Grash and Morge command the orc hordes

Both sides start with 200R initially. 

Gondor wins priority this turn, and purchase 2 peasants(one for Dol Amroth and Minas Tirith)
Mainz marches towards a village in the north although they only moved two hexes, Dengond faired worst moving one hex. But neither had been beset upon by rebels, for that they were grateful.
Minas Tirith made up for these disappointments generating 500R.

In Mordor Grash sets out for the black gate, managing two hexes. Morge moves to the settlement on the other side of the Harnen he manages one hex. Again neither was attacked by rebels.
Barad-dur and the Haradrim stronghold manage a combined resource generation of 400R, hence both are reinforced with a single warrior.




Good Evil
Capital 500 300
Settlements 0 100
Battles 0 0
Other 200 200
Supplies -16 -24
Expenses -100 -100
Total 584 476





Well that concludes the first turn, hopefully next turn someone will be attacked.

Until then

Fish

Monday, 12 November 2012

Other rules

Well to make the game a little more interesting, hopefully, I've included some achievements that if completed get you a prize or something.

Peasant's defence - defend a settlement against greater numbers with only peasants, and win.
Reward - promotion of one defending peasant, 6 rolls on advancement table (He now has equivalent of 50exp).

Good Harvest - Gather the maximum amount of resources possible in one turn (must have more than two settlements).
Reward - one battle company(place at capital or adjacent to capital)

A Legend is Born - Get one hero to 105exp
Reward - 10000R

Victories Galore - Win 5 battles against your enemies in a row
Reward - +1 courage to all your models until your opponents wins a battle against you.

The middle ground - Hold the settlements: Osgiliath, North Ithilien, Minas Morgul and north Harnen, for four or more turns.
Reward - 10 Rangers of Gondor(placed in north Ithilien)

Faction summons

Riders from the west - Captain and 12 riders (placed adjacent to Anorien settlement)
Cause - Osgiliath is taken by evil forces

Goblins of the mountains - Goblin captain, 24 goblins, cave troll(placed adjacent to Cirth Ungol)
Cause - Minas Morgul is taken by good forces

Notes: Good and Evil must control Anorien and Cirth Ungol Settlements respectively for these to apply, only when they do do the Riders/goblins appear.

That might conclude the rules, At the end of the 5th and 10th turn I'll do a review or something, but lets see how things are going then

Until then

Fish

Saturday, 10 November 2012

Rules rules rules

I worked on the map
granted it's not very good, but hopefully it'll serve it's purpose.





Gondor controls two settlements at the beginning (Minas Tirith, Dol Amroth) and Sauron also controls two (Barad-dur and the stronghold in Harad)

Warrior purchases

At each settlement warriors can only be bought that represent the faction of the settlement
eg. Rohirrim cannot be bought at Minas Tirith, or Haradrim at the Black gate.

Companies available:
  • Dol Amroth company(all good settlements south of (not including) Osgiliath)
  • Minas Tirith company(all good settlements)
  • Riders of Rohan company(Anorien, Druadan and Entwash settlements)
  • Mordor company(all evil settlements)
  • Haradrim company(all evil settlements south of (not including) Cirth Ungol)
  • Easterling company (black gate)
A single battle company can be bought for 1000R, and an initiate roll for 200R,
equipment can be bought for 10R per 1influence point in the normal rules.

Initiate roll:
  • 1 No effect
  • 2 Roll on table 1
  • 3 Roll on table 2
  • 4 Roll on table 3
  • 5 Choose from above
  • 6 Roll on elites table
Table 1
  • 1 No effect
  • 2 Rohan warrior with shield (/Orc with shield)
  • 3 Rohan warrior with bow (/Orc with two-handed weapon or bow)
  • 4 Rohan warrior with throwing spears and shield (/Orc with spear)
  • 5 Choose from above
  • 6 Rider of Rohan (/Warg rider)
Table 2
  • 1 No effect
  • 2 Minas Tirith warrior with shield (/Haradrim with spear)
  • 3 Minas Tirith warrior with bow (/Haradrim with hand weapon)
  • 4 Minas Tirith with spear and shield (/Haradrim with bow)
  • 5 Choose from above
  • 6 Knight of Minas Tirith (/Haradrim raider)
Table 3
  • 1 No effect
  • 2 Clansman of Lamedon (/Orc tracker)
  • 3 Axeman of Lossarnach (/Serpent guardsman)
  • 4 Ranger of Gondor (/Corsair of Umbar)
  • 5 Choose from above
  • 6 Knight of Dol Amroth (/Orc tracker on warg)
Elites table
  • 1 No effect
  • 2 Mtd. Knight of Dol Amroth (/Watcher of Karna)
  • 3 Mtd. Rohan royal guard (/Mordor Uruk-hai)
  • 4 Citadel guard (/Corsair Arbelstar) 
  • 5 Rohan outrider (/Mounted serpent guard)
  • 6 Guard of the fountain court (/Uruk-hai of the black gate)
Players many also purchase peasants at the cost of 50R

However such purchases constitute for a garrison army, they many not leave the settlement they are bought in unless a hero of 50exp or greater leads them, but at least one model must always be present at a friendly settlement in order to gain resources from it. 

Battle companies may leave a settlement without such afflictions but they can take the role of a garrison army if one doesn't exist there.

Peasants may join a battle company but will not gain exp unless specified otherwise. 

Resource generation
Settlements and strongholds generate resources at the following rates from a roll of a D6:
  • 1 = 0R 
  • 2 = 0R
  • 3 = 100R
  • 4 = 100R
  • 5 = 200R
  • 6 = 200R
Capitals (Minas Tirith, Barad-dur) generate like so:
  • 1 = 0R
  • 2 = 100R
  • 3 = 200R
  • 4 = 300R
  • 5 = 400R
  • 6 = 500R
Other methods are by winning a battle, settlement, or stronghold:
  • Win (major) = 400R
  • Win (minor) = 200R
  • Draw = 100R
  • Loss (minor) = 0R
  • Loss (major) = 0R
  • Capture settlement from enemies = 200R
  • Capture stronghold from enemies = 400R
  • Capture enemy capital = 1000R
Structure purchases

Watchtower (500R) - As long as one company is present, your opponent must tell you if they are going to move one or more of their companies within one hex of the watchtower. A watchtower may be captured, and the rules apply to the player with a company garrisoned in it.

Bridge (400R) - Allows free movement across a river.

Upgrade settlement (700R) - Normal settlement become strongholds, so that it has stone walls.

Clear route (5000R) - One hex no longer has any obstructions like mountains,trees,swampland. no scouting roll is required to travel through it. Does not remove settlements, strongholds, capitals or companies placed in that hex.

Movement rules

All rules remain roughly the same, with the exception, that companies may not cross the river at any Hex that does not have a settlement or bridge on it.

Movement into/out of a hex that has rough terrain with a settlement in or from a hex with difficult terrain into one with a settlement(friendly or neutral), gets a +1 on the scouting roll.

Desert hex = -1 to forced march roll

Companies that are all mounted receive +1 to forced march rolls

Other faction rules
  • Mordor =  +1 to forced march rolls
  • Gondor =  +1 to resource gathering rolls
Battle rules

Any company or army that is not placed in a settlement may be subject to attack from local rebels, each time a company or army moves into a new hex roll a 2D6 which if is +10 the company or army is beset upon by rebels, play a single battle with the rebels having a points worth of:
  • 1 or 2 - 50pts
  • 3 or 4 - 100pts
  • 5 - 200pts
  • 6 - Re-roll
If the company or army losses they move back into their previous hex, if they are unable to do so they must fight until they can either move into the previous hex or defeat the rebels.

When two or more companies move into the same Hex, with at least one being an enemy to other companies, both sides may choose either two things:
  • Fight
  • Retreat
If both sides choose to fight both sides engage in three battle whoever wins the final battle wins the overall encounter (losing side(s) move back into a hex (if unable to, they fight one battle again)).

If both retreat and fight are chosen, they engage in battles until either the retreat-er wins or is destroyed. If the retreat-er wins they may:
  • Move into an adjacent hex(if they can't they must fight until they win again and retry their scouting roll)
  • Or the retreat-er may battle three more times(using rules as if both sides choose to fight)
If both choose to retreat, they move back into an adjacent hex(provided one passes their scouting roll)

Battles are decided by a 2D6
  • 2   - Treasure hunt
  • 3   - Breakthrough
  • 4   - Control
  • 5   - Hold the line
  • 6   - Take the high ground
  • 7   - Re-roll(silence the artillery in event of siege)
  • 8   - The chance encounter
  • 9   - All for one
  • 10 - The raging river(/ take the watchtower)
^ must be in river hex/hex with tower or else re-roll
  • 11 - Supply run
  • 12 - Night raid

I hope that covers everything? And you didn't fall asleep during reading it.

Until then

Fish

Saturday, 3 November 2012

Roman game night

A change from previous weeks, a battle report :)

As you might know, in June I finished painting my Praetorian guardsmen(+Centurion), anyway I developed some rules, point values and profiles for them and the enemy they will be facing. It's a mixture of War of the ring, SBG and probably another wargame.

Romans (160pts)
Centurion
2x Praetorian Guardsmen (4 guardsmen per unit) (55pts)

Barbarian Kingdoms (170pts)

Chieftain
3x Warriors (5 warriors per unit, represented by orc warriors) (40pts)

The board:


Deployment:


Turn 1 - Romans


Turn 2 - Barbarians
The centurion forces his unit to force in the barbarian warriors, expending a preservation point in doing so.



The Praetorians strike first,(they rolled a 6(+2), compared to the warrior's 3) felling two barbarians in front. Who respond by killing a Praetorian, quite an achievement given they had three dice and needed two sixes.


Turn 3 - Romans
Again the centurion wastes no time and orders his guard to attack. However the Barbarian chieftain is quicker. (-1 force point Chieftain and Centurion).


The guard win both roll-off's thanks to their high fight value.


And their charge bonus is not wasted, letting them butcher another 6 warriors, to none in turn.


Turn 4 - Barbarians
Now broken the chieftain call for bravery amongst his kinsmen. Unfortunately one unit fails his bravery test and flees. He then charges at the Romans.






Turn 5 - Barbarians
The chieftain and his men, passing their bravery tests, engage one guard ignoring the second unit. Which swings around and supports the first.


Although they strike first, the warriors are unable to inflict any casualties. The guards on the other hand manage to kill the remaining warriors leaving the chieftain on his own.


Turn 6 - Barbarians
The chieftain successfully manages to pass his initial bravery test, but freezes under pressure unable to bring himself to charge into the guards.

Despite charging the chieftain is unharmed, he avenges his comrades by killing the centurion, who fails his final preservation roll.



Turn 7 - Romans
The guards eagerly charge the enemy hero.


However both sides fail to do any lasting damage.


Turn 8 - Romans
Again the guards attack the chieftain.


The chief attacks first but is unable to pierce or cut anything with his axe. The guards manage to puncture two holes in his gut. He failed both preservation rolls.


Meaning the Romans are victorious over the Barbarians!
Anyway I hope you got some part of that? The rules aren't finished and well, some units may be a little too powerful.

I was going to use the other boards but I think the glue needs another coat, which has been put on and will be ready for next week :) .

Until then

Fish



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