Campaign Thread

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Re: Campaign Thread

Post  b.kevinsen on Thu Jan 26, 2012 10:51 am

#1 General Yrlis Bluestorm - on the Capital

#2 Lieutenant Bilgarim Whitestar - on the tile below the fortress

#3 Lieutenant Rylanus Evaenarion - on the fortress

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 11:07 am

Once Nathan deploys his army, the order for movement will be as follows:
Andre
Dom
Zach
Darren
Eric
Joe
Nathan
Brent


I'll take care of the dice for army movement, one at a time.
Andre's Armies can move:
Army 1: 2 spaces
Army 2: 2 spaces
Army 3: 2 spaces

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Re: Campaign Thread

Post  nathanr on Thu Jan 26, 2012 11:28 am

1) Lord Bullhorn will deploy on the floating fortress.
2) Runelord Holmlünd will deploy on Iron Rock
3) Lord Helmüt will deploy on the volcano

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 11:34 am

Andre: Movement! Go!

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Re: Campaign Thread

Post  Mhael on Thu Jan 26, 2012 1:44 pm

Daemon Slayer Mhael will move his army into 'my' mine space and offer up the grudge challenge. Alrik and Vraff will remain where they are for the time being.

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 2:56 pm

Andre movement noted. I'm surprised Brent didn't deploy anything into that mine hex.

Dom:
Army 1: 3 spaces
Army 2: 2 spaces
Army 3: 3 spaces

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Re: Campaign Thread

Post  JoeMisfeldt on Thu Jan 26, 2012 3:19 pm

RickyDMMontoya wrote:Andre movement noted. I'm surprised Brent didn't deploy anything into that mine hex.

I am sure being an arrogant high elf that he is, he is confident he will pass his fortification save.

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Re: Campaign Thread

Post  b.kevinsen on Thu Jan 26, 2012 3:37 pm

I had thought I had to deploy the armies around the capital, had I known I could have deployed an army on that mine hex I would have oh well I will just go and take it back the fun way, I gets to kill more stunty bearded ladies this way

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 3:54 pm

Anywhere you have a hex, you can deploy your armies.

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Re: Campaign Thread

Post  Kuyp on Thu Jan 26, 2012 7:42 pm

army one starts where it is army two moves where army three is and army three then moves on to darrens territory against where his army two is

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 7:55 pm

Andre and Dom, you realize that leaving an army in your capital doesn't provide you with any benefits?

If you have an army on your other hexes, they can be upgrading Forts to Cities, or building new Forts, Mines, and Wizard's Towers in empty spots.

Change your orders if you want.

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Re: Campaign Thread

Post  Mhael on Thu Jan 26, 2012 8:01 pm

Ok but what happens when I move an army away from a square I want to protect and someone moves in to challenge my hex that I left?

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Re: Campaign Thread

Post  Kuyp on Thu Jan 26, 2012 8:06 pm

miss read a part.... so i will move army one down to the bottom of the board and claim the left most hex

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Jan 26, 2012 8:10 pm

You nominate the nearest army to fight him.

The fights aren't exact army vs. army fights. Look at the rules for challenging players. Start at the top, check the condition, if you meet it, make the challenge, if not, go to the next item on the list.

If you have an army in the same tile as a non-aligned player, you have to challenge that player.

If a non-aligned player has an army in your empire, you have to challenge that player.

If you have an army in a non-aligned player's empire, you have to challenge that player.

Otherwise you can challenge any player that an ally can challenge.

Each player can only be challenged once, and if a player is challenged, that player doesn't get to issue a challenge.

Fortresses and cities can not be captured without fighting a siege battle. So even if that player can't challenge you, and you can't challenge them, they can't take your hex.

You have to fight the siege to take Fortresses or Cities. So you will always get to fight that battle (or your opponent just sits there until you can deal with him).

Note, that you do have to leave one army within your borders (but I don't), but that just means anywhere inside your hexes that you control. You would use that army if your empire was attacked.

It's all a little abstract, but I think that makes it a little quicker/more accessible.

@Dom, you don't get to claim it until after we resolve battles. But you will claim it then.

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Re: Campaign Thread

Post  Mhael on Thu Jan 26, 2012 11:55 pm

I got Dom to print off the rules for me. Everything makes way more sense when you can read the pdf. I will move Daemon Slayer Mhael to the top forest hex beside my lost mine and Vraff Starshard will move from the fortress to the Brown wizard tower to the left of my region. Alrik will then move one hex to his lower right.

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Re: Campaign Thread

Post  RickyDMMontoya on Fri Jan 27, 2012 11:07 am

I have Zach's movement already reported:
1.Lord Zhul will move to occupy stormhedge
2.Lord Tlatecuhtli will take control of my fortress
3. Zarek'tekesh will move over to that very southern mountain tile. Or If Dom moves into it he will move north into my city.

Darren:
Army 1: 1 space
Army 2: 1 space
Army 3: 3 spaces

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Re: Campaign Thread

Post  JoeMisfeldt on Fri Jan 27, 2012 12:55 pm

RickyDMMontoya wrote:
Darren:
Army 1: 1 space
Army 2: 1 space
Army 3: 3 spaces

Doesn't Darren have a 4th army for this season?

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Re: Campaign Thread

Post  RickyDMMontoya on Fri Jan 27, 2012 1:52 pm

Yes he does. Thanks for keeping me honest.

Army 4 goes 2 spaces.

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Re: Campaign Thread

Post  Pud on Fri Jan 27, 2012 7:05 pm

one moves to the stone circle
two moves south to the mound
three moves south one hex
fourth moves down the cost to the bottom left hex

cheers

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Re: Campaign Thread

Post  RickyDMMontoya on Fri Jan 27, 2012 9:22 pm



Map updated to show movement up to me.

That's right, I didn't move my armies.

Next!

Joe's Armies move:
Army 1: 2
Army 2: 2
Army 3: 1

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Re: Campaign Thread

Post  b.kevinsen on Fri Jan 27, 2012 11:14 pm

Hey Eric, prince in Army 3 has the Blade of Sea Gold, you missed it when making the master lists of who has what

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Re: Campaign Thread

Post  JoeMisfeldt on Fri Jan 27, 2012 11:19 pm

1 to my open grassland with nothing else there (N of capital)
2 to my open forest with nothing else there (SE of capital)
3 to iron rock to beat down some stunties

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Jan 28, 2012 11:23 am

Nathan sent me his movement:
Army 1 will move 1 hex to the SW mountain.
Army 2 will move 1 hex to the NE mountain.
Army 3 will stay where it is on iron rock to re-kill the undead.

So I guess that just leaves Brent:

Army 1: 1 space
Army 2: 3 spaces
Army 3: 3 spaces

Due to your special ability, you can re-roll any of those. Assuming you want to re-roll Army 1, it gets to move 3 spaces as well.


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Re: Campaign Thread

Post  b.kevinsen on Sat Jan 28, 2012 1:17 pm

Army #1 Will move to the uncontrolled coast hex below my forested hex
Army #2 Will move onto the Wizards Tower to Andre's Army 2
Army #3 Will move to the hex above the wizards tower

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Jan 28, 2012 1:25 pm

You do have to keep one of your armies within your border.
Brent moved his Army 1 to a different hex, so we have the following map at the end of movement:


The following is the order of play for challenges:

Andre
Zach
Eric
Dom
Darren
Joe
Brent
Nathan

Andre has to challenge Brent at the Wizard Tower (enemy armies in the same hex);
Zach has to challenge Darren at Stormhenge (enemy armies in the same hex);
I can only challenge Joe (army 3 vs army 3 at Mount Bloodhorn) (I can challenge any player that my ally [Nathan] can challenge); and
Dom has to challenge Nathan (can challenge any player on the map, only 1 player left).

So no choices.

Those are the battles for this campaign turn!

Rolls for Mines:
Brent: Brent gets an extra 100 points in his battle against Andre, and the mine North of Andre's capital collapses!
Andre has no mines!
Zach's mine collapses!
Darren gets an extra 300 points in his battle against Zach!
I get an extra magic item worth up to 30 points and receive a Relic.
Joe gets an extra magic item worth up to 40 points and receives a Relic.
Dom gets an extra 250 points in his battle against Nathan.
Nathan's mine collapses!

Good god. Bad day to be a miner.

Fight!


Remember the following special rules apply:
Because it's Spring, all difficult terrain tests are faield on the roll of 1 or 2 instead of only on 1;
Because it's Spring, any wizard casting from the Lore of Life gets +1 to casting attempts;
In Brent and Andre's battle, all Wizards have Loremaster due to the Wizard's Tower;
In Zach and Darren's battle, the entire table counts as an Arcane Ruin (Wizards can roll up to 4 dice to channel, three or more 6's are a roll on the Miscast table); and
In my and Joe's game, the entire table counts as an Idol of Gork (units can re-roll c harges).

Dom can nominate which army he uses to fight against which of Nathan's armies.

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Re: Campaign Thread

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