Tournaments - I made a new WH Fantasy Campaign Rule set that can be played on UB
| imos | Written on: September 25, 2011 - 11:51 am |
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I am looking for feedaback on the rules map...and players and Story Teller cause i d love to play also as a player.....Campaign Rules Intro This Campaign is for Warhammer Fantasy Battles to be played online and its rules are written by Imos. You are requested to keep them as given and respect the hours I’ve spend writing and testing them before finalize them to this form. If you have a proposal for changes or additions to this rule pack feel free contacting me to trollbin.hood@gmail.com. I’d also really like to listen to your feedback if you use them to run your campaign. The map I ‘ve made will be soon online for download but I d recommend using the rules to create your own…and why not share them online as well. Some ideas are combined from older campaign systems plus a lot of new ones. I tried to make a middle complicated campaign system, equal to all armies (thus no army specific tweaks and abilities that sometimes where overpowering!) plus keep it realistic enough to medieval fantasy warfare as it could be. Starting You start the campaign with a host that lands on a shore of our campaign fantasy island of Nebunar. A land of secrets hidden from the known world by magic that for some reason emerge lately in the midst of Empire-Ulthuan trading route….All want a piece of this new self sustained rich world and send forth each for their own reasons, be it wealth, fame or plunder. The Campaign has a Story Teller and Players or Commanders. Story Teller cannot play in the campaign as a Player also due to conflicts of game mechanics. Its best be played with 5-10 players although less or more can play also! Each commander has a host (displayed on the Campaign Map by A model of his army race, with a colored base, if more players of the same race exist!) as described bellow, a chosen army color (displayed by a small flag model accordingly on the map)and 1000 gold coins to start with. The purpose of the campaign is either one player being the last alive (having at least one host remaining) on the map or the one that has more territories in his realm at the end of the agreed numbers of turns before starting the Campaign. Realm of one player is considered the hexes conquered thus have his chosen color on the map. A player is out of the game/Campaign when he has no host left alive (on the map) and hasn’t have the gold or the population points needed to buy a new one (loaning gold from an ally the turn that this happens is not allowed… you had to be proactive!). In case a Player drops auto of the game, all his hexes become neutral, thus uncolored and all his hosts destroyed and removed from the map. At the start of the Campaign all coastal hexes of the campaign map that do not have a terrain feature (except Coasts of course) are noted and each player rolls a D6 for initiative. The winner of all players goes first and randomly determines by division to D20 roll in which coastal hex his host will deploy, this is the Player’s Landing Zone hex and it’s being noted with a bigger edition of your army’s colored flag. Landing Zone hexes are needed when spawning/buying new hosts. If a player looses his Landing Zone Hex and doesn’t own any City/Harbors or at least a village he cannot buy a new host till take it back to his realm. Second best initiative do the same but must be always at least 5 moves away from another Player or re-roll until so. Do the same till all players are deployed in initiative sequence. Its hex has a ready made (or soon to be made at the time I am writing this!) corresponding battlefield, the code of which the Story Teller has to e-mail its time a host moves to the corresponding hex. Changes being made due to “defender” rule are permanent on each map…and the player whom did them is responsible of saving the changed map and send the Story Teller the code. Each turn you must send in the time and day arranged by the campaign Story Teller your orders via e-mail. Commanders failing deadlines by the time stamp on the e-mail they‘ve send, sending wrong or incomplete orders or not sending at all consider “distracted in other arrangements “ in game and stay as they are on the map and their hosts cannot be sustained as described bellow. Each player is responsible of checking their order to be right. Error in numbering or giving an order you cannot by these rules issue are ignored and only right once are being played that turn. Commands are divided in three types: 1) Host Actions Movements and action a host can do. When you pass through a hex it is automatically being conquered and colored by your army’s colors. No Host can occupy the same hex with another host except for battle…and that’s only till battle being fought. After that one must either being destroyed or fall back. Move: Normally each host can move to an adjusted hex of the hex he currently is once per turn….That’s a move! There are terrain features that change/affect the normal move of a host described extensively bellow. Forced March: Making time to cut off your enemy to a chosen battlefield, defending your city/village/harbor/wind mill or fast conquering land might be some reasons to push your troops to their limits for a day and night continues march! To do so though ground must be even and your host well sustained. A forced march can be declared on a host that is perfectly sustained and doesn’t have a “Bloody flux” or “Minor water/food poisoning” famine results in the last turn. If do so you move 2 hexes in one round and 3 if on a road and stay on it. Doing so though has sincere risks on your troops’ health and you have to roll on famine table with a -2 modifier on your roll. If 0-7 results on the famine table your host stops and applies effects on the 1st next hex of the one his movement would have been. Raise and Burn: Wind mills, Villages, Cities, Harbors, Ferry Landings and Bridges can be raised and burned if a host wishes so. If that’s the case the immediately stop giving the bonuses they normally do at the start of the turn but after sustaining a host actions and count as open ground till they’d be restored (if no other terrain feature co-exists with them.. example, raising and burn a bridge still leaves the hex as river!). If an above feature is raised and burn by a host you have to spent the whole round doing nothing else except if you have an already yours adjusted hex, in which case you have the choice of retreating/moving to it. Raising and burning has its spoils so a host that do so subtracts 2 times the amount of taxes the feature normally gives(mild taxing) from his previous owner as plunder and add it to his own. If the owner has not enough gold to do so you take as much as you can (and maybe do a little more rapping and killing to balance the loss!). If more than one feature of the same owner is being raised in the same turn and the owner doesn’t have enough gold for all of them the raiders roll a D6 initiative roll to determine the sequence of which they raid the half-empty coffers, taking the plunder one at a time till it empties. If the raised feature has no owner you just get the same amount but none else looses the gold. The Raised hex is conquered but gives no taxes to its new owner except in cases of cities/harbors that count as simple open ground. A fire symbol is placed upon a Raised and Burn Feature till it’s restored. Raising and Burning hosts auto perfectly sustain their self the turn they do so, due to plundering (raping and killing also!). If a host is being attacked while raising a feature and the battle has to be fought on the features hex it is only being raised as effect only if the raising host wins the battle. Defend: A host may declare defending action thus consider being “defender”. A defender host has the initiative in choosing side of deployment in the battlefield, decides who is going to set up first and always has +1 to starting roll even if opponent finished deploying first!!!...Additionally he can decide to remove completely a terrain feature before deployment or alternatively add up to two adjusted stone wall section to his deployment zone! Battle!!!: You cannot actually declare a battle action (except if you make a betrayal!)with your host, but your movement sometimes get it in the same hex with an enemy host or cross move one over the other and a battle must be fought. Basic rule for when two hosts must do battle is when for any reasons at the movement phase on the map touch one another and they are hostile as a status. Each host is a 2400 points army with ETC rules….Armies that have additional ladder points have also in this campaign as changed by the AR comity . When two hosts fight and another host is on adjusted hex with one of them(not fighting a battle itself) there are two cases: 1) If the adjusted host is of the same owner of the fighting one, it gets a support division of +300 points worth in the battle to add freely in his roster. 2) If the adjusted host is of an ally your ally decides if he wants to give you support of +150 points to use in your roster. If he don’t …alliance is automatically broken!...Bonuses are cumulative! If two or more hosts move to ones another hexes then we roll initiative!...The player that roll higher on a D6 makes his movement first …the second best second and so on. That usually leaves the lowest roll in the place it started its move and the battle is fought there. If the battle was a draw (10-10) both hosts have to retreat (as described bellow) except if one of them didn’t move this turn due to “defend” action or loosing initiative in movement. After the battle is being fought, the loosing side has to see if the host is completely destroyed or retreat to reform. Accordingly to the ETC battle result points he rolls 3 D6 and add the points he earned despite loosing…if the total is equal or above 20 (example … the host lost the battle by 17-3…so it roll 3D6 and get a total result of 15 on the dice roll…so 15+3=18…so less than 20 and the host is being massacred/destroyed) the host is saved to fight again and maybe win this time but has to make an immediate Famine Table Roll with no modifiers after retreating. If it was the attacking host or the host that won the initiative in case both attack each other the host must retreat in the same owned by the player hex it was in the previous round (or the first one behind if forced march!). If that hex is no longer his or occupied the host has to retreat in another hex owned or allied to the player. If there isn’t any and the occupied hex has an ally or a neutral host, the ally must retreat also using the same guidelines (and so on…) , betray and destroy the retreating army or decide which of above if it is neutral and if destroy the army automatically changes its status to enemy. If there is “no place to retreat to” the host is automatically destroyed in pursuit of the victors! A winning host that lost the initiative in this battle (so actually didn’t move this turn!) may wish to pursuit a loosing army to whatever hex it is retreating to, thus fight again next round or overrun to the hex it had declare initially if the army has being destroyed. This decision is being made after the famine table roll of the loser. If it catches the loser they battle again, but now the loser cannot add any support whatsoever because of not having enough time to prepare or contact the supporters…plus the winner is considered defender! Except joy of winning an enemy host there is profit to it as well (looting the enemies’ host coffers or the bodies of their fallen!)! After winning a battle you get from your enemy’s coffers the result of your winning points multiplied by 20 in gold!(example … you won 17-3…so 17x20=340 gold!!) 3) Economy Actions Taxing: Taxes are your only way of filling up your coffers without fighting or plundering villages! This is an auto action that applies to all your conquered hexes and adds 50 gold coins for each one plus bonuses described bellow if you own a special feature. This action is being made at the very start of each campaign’s turn before anything else! There are two types of taxing for your subjects. 1) Mild: Normal taxes that most of them are used to pay without much fuzz that keep balance and peace to your realm! 2) Bleed Them Dry: War, famine on your troops or just greed might demand more extreme taxing of your slaves (ehem…subjects) so a commander might choose to push the tax rates of his realm to the limit and deal with the consequences later. If do so each hex produces 2 times the usual rate (bonuses included! ...so a city that normally produces 50+300=350 gold per turn …now produces 350x2=700!!!). But…rebellion and betrayal might wait you behind the corner…Each turn you “bleed your people dry” you have to roll for each hex on rebellion table. Rebellion Table Roll a D6 on a roll of 1-2 the current hex starts a rebellion and becomes autonomous, thus no coloring and you loose all the advantages from it. On results 3-4 your guards and troops manage to hold the simple people at bay but rebellion is closer than before …if you continue the same tax rate next turn a -1 modifier to all your Rebellion Table rolls is being applied until you mildly tax at least for a turn again. Restoring: A commander may choose to restore a raised and burned feature if it is re-conquered in a previous turn. Restoring, rebuilding and put out fires need money to do so and the commander must pay 2 times the normal taxes the feature gives (mild taxing). The hex must not being raised while do so and no battle must be fought in this round on it to complete restoration. After which the feature returns to its former state. If one of your hosts is on the hex while restoring it’ll take only 1 time the normal taxes the feature produces if the host commanded to help with restoration thus do nothing that turn and stay there working. Sustaining Host(s): At the start of each turn you must declare which hosts and how will be sustained subtracting the needed gold from your coffers as described bellow (see Host). Counting Population Points: Every time a commander wishes to buy a new host, he must count his realm’s population points. To do so count all hexes owned by the player and add existing modifiers (example…one has 10 hexes of which one village and one city…so 10+1+2=13 population)…then count your hosts....for each host 5 population points needed. So if for example the above player had 2 hosts already (10 population points occupied) and wanted to buy a 3rd, he couldn’t because he’d have 3 remaining points for his new army, which is less than needed. Population points only need to be counted when a player wants to buy a new host. 3) Diplomacy Actions All commanders considered to be hostile to one another when the campaign starts. By conquering and expand their realm at some point their hosts might reach the border of one another’s realm. If so they have the choice to make a diplomacy agreement and thus became allies or neutral, depending on the agreement. The agreement can be freely and extensively discussed in a private password protected room in the site or by any other way the two or more sides decide to. But when agreed it must be mailed signed (digitally…just by sending the same text through their e-mails) from all participants to the Story Teller who is responsible of keeping diplomacy track. All status are open to all, but the complete text of each agreement is not posted online unless all participants wish to. Agreements might have exchanges in land or gold and even have insurances in case of betrayal….If so the Story Teller in case of breaking the agreement would apply the arrangements as agreed and also roll the turn after the which the betrayal took place a D6 dice for each betrayer’s hex bordering a hex of the betrayed commander and on a result of 1 the hex in question goes to the other commanders influence, thus as conquered immediately! Allied hosts might also pass through allied realm hexes without conquering them and give support to allied host the fight a battle. Allied or neutral commanders can give loans to each others with agreements as above and take lands for gold if the arrangement isn’t honored. An alliance is automatically broken when a host attacks an allied host, conquer an allied realm hex or refuse giving support to fighting allied host in adjusted hex to a host of his own. The one who makes one or more of the above actions is consider the betrayer and above effects and insurances of the agreement are applied against him. In case they both declare a betraying action to one another in the same turn….insurances are not activated….and ST rolls for all both players bordering hexes but in case of 1 they revolt and become autonomous (so belong to none of the players anymore). Neutral and allied odd cases….in case a movement takes two or more allied or neutral hosts in the same hex they all roll a D6 and winner goes to the Hex and all others stay a move behind. If an allied host retreats and it has to retreat on a hex occupied by an allied or same commanders host then that hosts retreats also, with only exception betrayal and immediately destruction of the retreating host due to “retreating to an enemy host rule”. Terrain Types: Open Ground: Just open ground with no effect on movement and normal tax and population bonuses. Road: A host moves two hexes when starts its move on a road and ends it in road also. Forest/Oasis: A host has to roll a D10 when wants to move to a forest hex. On result of 1 it is delayed due to the terrains difficulty and it stays in place. If next turn the player wants the same host to move to a (any) forest hex again he can now do so with no roll. Additionally sustain cost if a host starts its turn in a forest is -100 gold due to foraging and you cannot perform a forced march move through, to or from a forest hex. River/Lake: Rivers and lakes are basically impassable by a host except through a bridge that is consider being open ground with no farther effects. You can be on a river/lake hex and conquer it, but cannot move to a hex on the other side of the river!) . However is a host whishes it can spend 2 turns building rafts to force cross a river/lake (thus for one turn stay still and next turn move to a hex beyond the other river bank). Although transferring a whole host with poorly/hastily made rafts through the rivers currents/or a deep lakes vastness might be a dangerous action, so if do so you have to roll a D10 and on a roll of 1 your host is destroyed , drowned in deep lake waters or scattered downriver by the current to the open sea. Additionally sustain cost if a host starts its turn in a river/lake hex is -100 gold from fishing. Bridge: Considered like open ground for all respects plus it gives the same bonuses as river/lake and additionally +50 gold to taxes. Desert: A host moving from or to a desert hex has to roll a D10 and on a roll off one is destroyed lost in the desert. Additionally only perfect sustained hosts can do so and sustaining an host on a desert hex costs +100 gold each turn. If for any reason your host is on a desert hex and doesn’t have enough gold to be perfectly sustained, it cannot move or do any other Host Action this turn and automatically has to roll on famine table with a -2 modifier. Desert hexes give no gold from taxes but count for population! Additionally you cannot forced march through, to or from a desert hex. Mountains/Rocks: A host moves to a mountain/rock hex have to roll a D6. On result of 1 it is delayed due to the terrains difficulty and it stays in place. If next turn the player wants the same host to move to a (any) mountain/rock hex again, he can now do so with no roll. Additionally you cannot forced march through, to or from a mounted/rock hex. Ferry Landing: A host can move if starts its turn on a ferry landing hex to the one or anyone on the opposite side as if it was open ground although a price of 300 gold must be paid to the captain. Additionally you cannot force march through, to or from a ferry landing hex and also give –100 gold bonus to sustain an army starts its movement in one and +100 gold per turn than a normal hex from taxes. Harbors/Cities: A host fighting a battle in a harbor/city he owned previous turn (not necessarily has to be in the city in the previous turn!) fights with the city garrisons support and as a defender giving it a +500 points to its roster! A host is auto perfectly sustained when starting its turn within a cities/harbor walls but staying more than 5 turns empties the city’s granaries and endangers the city and itself to a famine, so for every turn after fifth (on sixth) your host stays in a city, it has to roll on famine table with a +2 modifier, and city produces no taxes till the host is out of its walls. Farther more, if Black Death is being rolled on the famine table the city/harbor is considered as raided and burned and counts as open ground till a restore action. You cannot forced march through a city/harbor hex (although you can do so to or from!) . A city/harbor counts as 3 population points each and gives a +300 gold bonus per turn for taxes. Additionally a harbor can transport a host to any other harbor with a cost of 500 gold in 3 game turns, destination has to be given secretly/or openly to Story Teller when set sail from the harbor. If given secretly means more cost in gold for the commander to do so (bribing customs officials, crew to keep their mouth shat or might killing on or to spies and set sail at night…) so costs 750 gold rather than 500 and ST keeps the destination secret until arrival, misfortune or command of the hosts commander. Such a journey has its dangers so a host uses a harbor transfer has to roll on Open Seas Weather Table each turn it is in the water. Open Seas Weather Table The ST rolls 2D6 and applies result to the table bellow. If secretly transported add a -2 modifier to your roll due sailing farther away from coast line to avoid detection. A commander can declare revealing his host destination at the start of any turn thus the modifier won’t longer apply. 0-4 Storm and Wreckage: The ships run into a storm and your army is destroyed completely on a roll of 1-2 on a D10 dice or marooned to a near by coast on 3-10. Coast hex is D6 x days at sea away from harbor to the direction of the destination. Harbors and cities are skipped when counting where to wreck. If so the host appears on that coast hex and stay pinned for this turn regrouping and soaking of the sea water. If an enemy army happens to be or move to that specific hex that turn the host is considered destroyed as losing a battle with massacre. 5-6 No wind!! The ship’s sail is hanging loose from the must and you barely move at all…This turn doesn’t count on the 3 turns needed to arrive to your destination, but otherwise count for sustain and turns in sea if “Storm and Wreckage”. 7-12 All well!!...Favored wind and good weather gets you closer to your destination…no effect. Villages: A host fighting a battle in a village he owned previous turn (not necessarily has to be in the village in the previous turn!) fights with the villagers recruits support and as a defender giving it a +200 points to its roster! A host start its turn in a village gets a – 50 gold bonus to sustain cost, but if it has for any reason to roll to the famine table it has a -4 modifier due to village’s poor hygiene. Farther more if Black Death is being rolled for a host occupying a village on the famine table, the village is considered as raided and burned and counts as open ground till a restore action. Villages count as 2 population points each and give a +50 gold bonus to taxes. You cannot forced march through a village (although you can do so to or from!). Wind Mill: A host on a wind mill hex has a -100gold bonus for sustain itself. A host is considered defender if fighting a battle in a wind mill he owned previous turn (not necessarily has to be in the wind mill in the previous turn!). A wind mill gives +150 gold bonus for taxes and you cannot force march through a windmill (although you can do so to or from!). Farther more if Black Death is being rolled for a host occupying a wind mill on the famine table, the wind mill is considered as raided and burned and counts as open ground till a restore action Coasts: Coasts are like open ground if no other terrain feature co-exists with the addition of a -25 gold bonus to sustain a host due to fishing. Note that coast hex that are also active cities/harbors etc, do no add extra bonuses to ones already given. Host A host can be bought with 2000 coins and enough population in the turn you make the “buy a new host” economy action. The host is being placed on your landing zone hex or any city/harbor within your realm. You might wish to raise your host in a village you also own, but to do so you have to roll a 4+ on a D6. If the roll fails your host will not be placed on the map this turn, rather than immerge on your landing zone hex the next one. If the roll fails and you don’t have a landing zone hex you loose the gold given to buy the host and no host appears at all (sell-swords sell you out and got away with the gold!). Once a host being made you need only to sustain it (or not!) to keep it going and loss of population does effect the already existing hosts. Each turn in open ground except Wind Mills, Villages, Towns and Harbors each host must be sustained (feed, paid etc) by spending gold to do so. There are three types of sustain modes. 1) Poorly: Costs 50 gold and if do so you have to roll in famine table adding a +2 result modifier to your roll …. 2) Average: Costs 100 gold and if do so you have to roll in famine table adding a +4 result modifier to your roll…. 3) Perfect: Costs 200 gold and no famine roll needed. If you do not wish to or cannot sustain a Host you have to roll in famine table with no modifiers! FAMINE TABLE Roll 2D6 and apply results. 0-4 Black Death Outrage: The plague cuts through your army swiftly and there is nothing u can do to save your subjects. The whole host is lost and removed from the game!!! ...Alternative you can call for physicians and recruit new members paying 1500 gold to save your host. If any other host (fiend or foe) is in an adjusted hex on the map/or attacking this host, his huddler must roll a D8 2-8 no effect…on 1 he suffers Black Death Outrage as well!!! 5-7 Bloody Flux: A flux affects the majority of your host, rendering incapable of fighting and killing some of them. Your host is pinned in place for one round trying to overcome the bloody flux outrage. If someone attacks it this turn it’s automatically destroyed and attacking army has to roll a D6 to see if inflicted by bloody flux also, 2-5 all ok…on a roll of 1 bloody flux effects affect them next turn. This roll is being made on the start of next turn (after movements are being given to Story Teller). 8-9 Minor Water/Food Poisoning: Something your troops ate or drink make them sick, and prone to run for the privy (or the bushes when no privy in hand!). For this and next round, if your host fights a battle, at the start of the battle after deployment but before rolling to see who goes first, roll a D6 for each unit, on 1 the units suffers from stupidity for the rest of the battle. 10-12 All clear!!! : Physicians, luck or death and isolation to those who gotten sick got your host unwounded by the famine….Will you be so lucky next time? If a host had a 5-9 result and next round for some reason rolls again in the Famine table, it‘ll do so with a -2 modifier…(modifiers from sustain modes are added, example if sustained poorly +2 modifier and -2 nullify each other so you roll with no modifier!) Hope you enjoy a good campaign….Remember it’s still just a game and its purpose is to have fun….whenever you stop having fun better end it or leave the game rather than loose a friend or two be quarreling on it. Following some optional race specific rules I thought about… ARMY RACE SPECIFIC BONUSES (Optional) Bellow are some bonuses you might want to use in your Campaign, or to take some ideas and make your own. Lizardmen: Aquatic lizards have no need for rafts when moving through a river/lake. So when your host moves through a lake or river you treat it as open ground (no need for two turns to move through) and no test needed to cross over. Skaven: Slaves and fast breeding make Skaven a horde! A supporting Skaven host gives a +400 point worth bonus (rather than normal +300) to the same owner’s other fighting hosts if it isn’t fighting a battle itself and +100 points to one another even if both are fighting. Wood Elves: Wood Elves fighting style and way of life is all about forests! When a Wood Elves host wishes to move through a forest he does not have to roll at all to do so and additionally they get +20 gold from taxes of such hexes they own (forests). Beatsmen: (Same as Wood Elves) High Elves: Strategy and discipline are traits of the High Elves and their armies move swiftly before lesser races. If rolling for initiative when moving your host to the same hex with one or more other host Ηigh Elves always win if a tie is rolled. If another High Elf Host is the contested this bonus is discarded. Dark Elves: Reavers and seaworthy sailors are often amongst the ranks of a Dark Elf army. When transporting through harbors Dark Elves hosts have an additional +2 result modifier when they roll to “Open Seas Weather table” either secret or open. Additionally they can fish way better than most in sea so when a host is in a Coast hex you get a -50 gold bonus to sustain costs rather than normal -25 gold. Dwarves: Miners and fortune hunters, for a Dwarf mountains and rocks are his home rather an obstacle. Dwarves roll a D10 when moving through a mountain/rock hex and have an extra +20 gold from taxes of such hexes they own. Orcs and Goblins: (Same as Dawrfs) Warriors Of Chaos, Chaos Dwarfs and Daemons: Destruction, killing and raping pleases the dark gods more than anything, and Chaos followers are the best at it! When “raise and burn” a feature you take a multiple of 3 of the taxes it normally give (Mild), rather than normal 2, from its owner or the feature if it has no owner. Additionally you can tax for +30 gold per turn if you wish a raised hex ( thus take 30 gold from a raised village hex per turn, or 50+30=80 gold from a raised City/Harbor), but counts as “Bleed them Dry” taxing and the rebellion table must be rolled. Tomb Kings and Vampire Counts: Raising the dead comes in handy when your battlefield is fool of fallen warriors! When you fought a battle on a hex that a battle took place up to 3 turns before you get a support +300 points to your army roster from raising the fallen of the battle that was fought there. Bretonians: Mounted hosts thrive in open even battlefields! So when you fight in and open ground or road hex you always count as being “defender”. Plus they also have no -2 (so only roll 2D6 and apply results) modifier to the famine table roll when they forced march. Empire: Villages, Cities and Harbors even Wind Mills are the preferred battlefield of the defending style of the Empire army! An Empire host fighting in on of the above type hex gets an extra +100 points worth bonus to its roster from garrisons and recruits (so they get in total +600 from a city and even +100 points from a Wind Mill when no bonus normally exist!). Additionally are also always “defenders” when fight a battle in a Wind Mill hex they already own. Ogres: Ogres eat too much, but eat almost anything! An Ogre host needs -25 gold to sustain itself wherever they might be (there are always some Gnoblars in hand for a snack if need to!), plus it is immune to “Minor Food/Drink Poisoning” result of the Famine Table and treat it as “All Clear” instead. |
| imos | Written on: September 25, 2011 - 11:53 am |
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This is the Campaign Map Code... It is saved as Game so u have to save it like an .ub in notepad and Load it like "Load a previous game " in Lobby.... The grid specs i am using is 115 x 55 Hexagons Numbered Rotated and dark blue grind color..... The code: 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| UlricStoutheart | Written on: October 6, 2011 - 11:01 am |
|---|---|
I tried loading the map to check it out and nothing happened. Are you sure that's the right code? |
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