29-04-2009, 10:14 AM
Ok, to make things easier theres a new thread for the ongoing fantasy campaign, effectively a soft reset
Rules
1 Campaign turn is 2 weeks real time, this should speed things up slightly. I'm thinking it will be about 6-7 full turns till the end of the campaign
Similar starting army structure to before, you have 2 armies, one with Lord and one without. These will start in different squares on the map, at least 3 squares away from each other and in different territory. Each army gets a single special choice and starts of at 1350 points. This will increase by 100 points per turn
You will get a castle to place in a square of your choosing, this will give one army 2 special choices that can be traded in for 1 Rare choice
Theres an excel sheet attached with a list of terrain types and map spaces, you can move from corner to corner so the squares can fill in for hexagons. Melkrich has kindly offered to draw up something for people to look at in the club
Buildings
Castle - Gives an extra special choice 100g - Can build in any terrain except swamps
City - Gives an extra rare 100g (2 turns to complete) - can only be built in forests or plains
Monument/Temple - Extra hero choice 50g - Can be built in any terrain
Mine/Workshops - Grants extra income per turn 25g - Can be built in forests and mountains and will give 50g, if built in plains or swamps will give 25g
Expansion
Squares on the map can be stolen from the enemy, a battle *must* be fought for these so if you want to steal someones territory make sure you can fight them over the game turn. If not then use the result from the last battle you both fought (So if you both get a massacre in the last game you played its a draw, if the attacking player gets a massacre and the defender gets minor loss the attacking player can take over the territory)
As much as possible though please try and fight each other!
Otherwise expansion is done by spending gold to take over an empty square, it will cost 15g to do this and the square must be next to a square occupied by one of your armies.
Building and expansion is calculated at the end of each turn.
Battles
Each army can fight one battle per turn, this can be done either to take over territory or to merely generate gold to spend on shiny stuff.
Gold is awarded as follows
Massacre - Solid Victory - Minor Victory - Draw
Winner 50g 40 30 20
Loser 5 10 15 20
I've attached the map to this post, can those interested in playing nominate a square for their Lord to live, then we can start nominating squares for the other army. If we can get 5 people interested I feel we can get this moving and get some momentum going
Personally I'm going for G6 for my Lord
Army Restrictions
1 Wizard per 1000 points - For every even number of monuments you have (so 2, 4, 6, 8) you may take an additional wizard
1 Monster/Large Target per 1000 points
You have a single lord choice, name him and make sure he carries the same load out each game.
Your opponent will get an extra dispel dice if you field a level 4 wizard
Rules
1 Campaign turn is 2 weeks real time, this should speed things up slightly. I'm thinking it will be about 6-7 full turns till the end of the campaign
Similar starting army structure to before, you have 2 armies, one with Lord and one without. These will start in different squares on the map, at least 3 squares away from each other and in different territory. Each army gets a single special choice and starts of at 1350 points. This will increase by 100 points per turn
You will get a castle to place in a square of your choosing, this will give one army 2 special choices that can be traded in for 1 Rare choice
Theres an excel sheet attached with a list of terrain types and map spaces, you can move from corner to corner so the squares can fill in for hexagons. Melkrich has kindly offered to draw up something for people to look at in the club
Buildings
Castle - Gives an extra special choice 100g - Can build in any terrain except swamps
City - Gives an extra rare 100g (2 turns to complete) - can only be built in forests or plains
Monument/Temple - Extra hero choice 50g - Can be built in any terrain
Mine/Workshops - Grants extra income per turn 25g - Can be built in forests and mountains and will give 50g, if built in plains or swamps will give 25g
Expansion
Squares on the map can be stolen from the enemy, a battle *must* be fought for these so if you want to steal someones territory make sure you can fight them over the game turn. If not then use the result from the last battle you both fought (So if you both get a massacre in the last game you played its a draw, if the attacking player gets a massacre and the defender gets minor loss the attacking player can take over the territory)
As much as possible though please try and fight each other!
Otherwise expansion is done by spending gold to take over an empty square, it will cost 15g to do this and the square must be next to a square occupied by one of your armies.
Building and expansion is calculated at the end of each turn.
Battles
Each army can fight one battle per turn, this can be done either to take over territory or to merely generate gold to spend on shiny stuff.
Gold is awarded as follows
Massacre - Solid Victory - Minor Victory - Draw
Winner 50g 40 30 20
Loser 5 10 15 20
I've attached the map to this post, can those interested in playing nominate a square for their Lord to live, then we can start nominating squares for the other army. If we can get 5 people interested I feel we can get this moving and get some momentum going
Personally I'm going for G6 for my Lord

Army Restrictions
1 Wizard per 1000 points - For every even number of monuments you have (so 2, 4, 6, 8) you may take an additional wizard
1 Monster/Large Target per 1000 points
You have a single lord choice, name him and make sure he carries the same load out each game.
Your opponent will get an extra dispel dice if you field a level 4 wizard


)

(Lvl3 hero on steg, or just a special steg