Wednesday, December 22, 2010

2011 Spring Map Campaign Rule Discussion: Part VI Campaign Turn Resolution

VI.A. When and Who. At the end of each campaign game night, the players present must resolve all activities together. They must also do so for any players unable to be present that night. Any player not present may select a designee to represent his or her interests, or leave it to the group to act in a fair manner.
VI.B. Realm Army Battles.
VI.B.1. Uncontested Battle: one army invade an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, town, or citadel belonging to another player. For uncontested battles, the sole player army involved in the activity automatically win the battle.
VI.B.2. Open Field Battle: when one realm army invade a defended tile that does not have a fortress, city, or a citadel belonging to another player. A defended tile is any tile that has an army, tower, fortress, town, or citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 if at least one of the player’s army has a guard mission in the map tile being invaded or the player tile as a tower within the tile.
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser must withdraw into an adjacent tile under friendly control. If there are multiple tiles the army can withdraw to, the army must withdraw to a tile currently with a friendly army, realm or garrison. If there are no eligible tile for withdrawal, the army is considered destroyed and the realm general lost to the game. Any mine in the tile is considered destroyed.
VI.B.3. Siege Battle: when one realm army has a siege order against a defended tile that has a fortress, town, or a citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.C. Fleet Battles.
VI.C.1. Sea Battle: when one fleet on a “to sea” mission from a port that is currently being blockaded by another player’s fleet. Each standard fleet is 500 points. Each player rolls a D6 for each fleet participating.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from an Uncharted Seas game.
The player rolling the highest wins the battle. In event of a tie, the defender wins. If the winning player controls the port, the losing must return to the closest friendly port and cannot take any activities for a turn. If the winning player was blockading the port, the losing player must return to port. If there are no friendly port to return to, the fleet is considered destroyed.
VI.C.2. Uncontested Sea Assault: when a “sea assault” mission is assaulting an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, port town, or citadel belonging to another player. The player conducting the Sea Assault automatically wins control of the tile. Any mine in the tile is considered destroyed.
VI.C.3. Contested Sea Assault: when a “sea assault” mission is assaulting a defended tile. A defended tile is any tile that has an army, tower, fortress, port town, or citadel belonging to another player. Each fleet can transport one realm army of 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.D. Raids. Each player’s raiding army rolls a D6. This is the number of Empire Points the target of the raid will lose. This D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a LotR SBG game.
VI.E. Force Maintenance. Determine how many realm armies and fleet compared to how many fortress, citadel, and ports the player has. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
VI.F. Hero Recruitment. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
VI.G. Empire Points
VI.G.1. Each player starts with 6 empire points in their treasury.
VI.G.2. One empire point is collected each campaign turn per tile controlled
+1 per fortress controlled
+2 per citadel controlled
+3 per town (+4 for town in a river tile) controlled
+D3 per mine tile (D3+1 for mine in a river tile) controlled
+D6 for mine in a mountain tile controllled
VI.G.3. No empire points are collected if a controlled tile is currently interdicted.
VI.H. Map Tile Upgrade.
VI.H.1. Allowed only as long as the pieces are available.
VI.H.2. Build a mine. Not allowed in swamp tile. Costs 2 empire points in a mountain tile but only 1 empire point elsewhere.
VI.H.3. Build a tower. Allowable in any tile, even swamp. Costs 3 empire pointS.
VI.H.4. Upgrade a tower to a fortress. Not allowed if the tower is in a swamp tile. Costs 6 empire points.
VI.H.5. Upgrade a fortress to a town. Allowed only if the fortress is in a farm tile. Costs 6 empire points.
VI.H.6. Upgrade a fortress to a citadel. Costs 6 empire points. Note each player may only control one citadel at a time as it represents his capital.

2011 Spring Map Campaign Rule Discussion: Part V the Campaign Game

V.A. Campaign Night. All campaign games are to be played on campaign game night. Games on other nights can be arranged if announced ahead of time.
V.B. Campaign Game. Each campaign game can be with any of the three approved game systems: LotR SBG, WotR, Uncharted Seas. Only one game per campaign week will count as a campaign game.
V.B.1. LotR SBG. The player must field his Raid General. Total points will be at least 500 points and up to 700 points. The game must adhere to the rules of Strategy Battle Game and Legion of Middle Earth. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.B.2. LotR WotR. The player must field one of his Realm General. Total points will be at least 1000 points. The game must adhere to the rules of WotR and most recent GW FAQ. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.B.3. Uncharted Seas. The player must field at least the starter set from Spartan Games Uncharted Seas and up to 1000 points. Scenario to be played is up to the player. There are no restrictions as to who the player plays against as long as it is against another campaign player.
V.C. Tactic Points. Regardless of which game is played, a Major victory earns the player 2 Tactic Points and a Minor victory earns the player 1 Tactic Points. Tactic Points will be used to determine battles outcome. Tactic Points cannot be saved from one campaign turn to the next.

Tuesday, December 21, 2010

Monday, December 20, 2010

2011 Spring Map Campaign Rule Discussion: Part III Revised as Forces and Part IV as Campaign ActivitiesCampaign Activities

III. The Forces
III.A. Realm army.
III.A.1. A realm army must be led by a Realm General. Each realm army consists of the named hero and additional models to total 1000 points. Each realm army must be of the player’s faction. Up to 25% of the realm army may be of an allied force per WotR.
III.A.2. Only a realm army can conduct guard, invade, besiege, or interdict missions.
III.A.3 A realm army may not conduct a raid mission.
III.B. Raid army.
III.B.1. A raid army must be led by a Raid General. Each raid army consists of the named hero and additional models to total 500 points using Strategy Battle Game rules. The additional models must be of the same faction as or an ally of the named hero per Legions of Middle Earth.
III.B.2. A raid army may only conduct a raid mission.
III.C. Garrison army.
III.C.1. Garrison army composition is based on the player’s primary faction.
III.C.2. Each controlled tile with a fortress or a citadel has a garrison strength of 500 points of troops.
III.C.3. Each controlled tile with a town has a garrison strength of 500 points of troops.
III.C.4. Garrison armies do not have a named hero or any allies.
III.C.5. Garrison army are in addition to any realm armies currently located in the tile.
III.C.6. A garrison army can only guard its tile.
III.D. Unnamed hero limits. There are no limits to unnamed heroes.
III.E. Realm fleet. Each port may support a fleet.
III.E.1. Fleets may be chosen from any Uncharted Seas factions.
III.E.2. Each fleet is 500 points constructed per the Uncharted Seas rules.
III.F. Models note. Each player only needs the model he intends to play with on the table top. Player do not need to have the actual model for any named hero he has recruited. Player do not have to have Uncharted Seas models to have fleet actions in the campaign. Needless to say, if a player does not have the specific model required, he cannot play with what he does not have on the table top. See section V. and VI. for army and fleet action resolutions.

IV. Campaign Activities.
IV. A. Submit activities plan. At each gaming session and prior to actual game play, each player must submit his realm’s activities plan. Plans are revealed at the beginning of the gaming session prior to game determination.
IV .B. Army activities. Each army must be given a mission each turn. If no mission is specified for an army, it is by default holding in the current tile and continue its previous order. A mission must include the tile where the mission is to be performed.
IV.B.1. A guard mission is for an army to defend a controlled tile against possible invasion.
IV.B.2. An invade mission is for an army to enter an adjacent uncontrolled tile and win control.
IV.B.3. An interdict mission is for an army to enter an adjacent enemy controlled tile, surround and blockade an enemy fortress, citadel, or town. An interdicting army does not gain control of the tile it interdicts but the controlling player gains no economic value for the tile.
IV.B.4. A siege mission is for an army enter an adjacent enemy controlled tile containing a fortress, citadel, or town, fight a battle and win control of the tile.
IV.B.5. A raid mission is for a raid army to distrupt economic activities of a specified player’s realm.
IV.C. Navy activities. (optional) Each fleet must be given a mission each turn. If no mission is specified for a fleet, it will default stay in or return to its home port.
IV.C.1. A to sea mission is for a fleet to sail for open water. The fleet may also include one army of 1000 points.
IV.C.2. A sea assault mission is for a fleet, to invade a tile with its transported army.
IV.C.3. A blockade mission is for a fleet to blockade a port city. The owner of the port city retain control of the city but receives no economic income for the city.
IV.C.3. A raid mission is for a fleet at sea to distrupt economic activities of a specified player’s realm that has a port city.
IV.D. Maintenance activities
IV.D.1. In addition to its garrison, each player’s citadel can support one realm army and one raid army.
IV.D.2. In addition to its garrison, each player’s fortress can support one realm army.
IV.D.3. Each city can support its own garrison. In addition, each port city can support one fleet,
IV.D.4. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
IV.D.5. Note that realm hero cannot be lost due to maintenance activities.
IV.E. Recruiting activities. Activities plan may also include any “Recruit Named Hero” plan and how much “Empire Points” to be deducted from the players treasury.
IV.E.1. If the total number of a player’s realm armies is less than the number of fortress and citadel the player has, the player may recruit additional named hero to lead new realm armies to the number the realm may support.
IV.E.2. If the total of realm hero is less than the number of non-port cities the player has, the player may recruit additional named hero to become realm hero to the number the realm may support.
IV.E.3. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
IV.F. Collect empire points. Activities plan must also include “Empire Points” collected that turn and the total amount in the player’s treasury.
IV.G. Tile upgrade activities. Activities plan may also include any “Upgrade” plan and how much “Empire Points” to be deducted from the players treasury.

Sunday, December 19, 2010

2011 Spring Map Campaign Rule Discussion: Part III Campaign Activities

and addendum to Part II the Realm.
II.D. Drafting realm heroes. For each city not on the coast (a city on the coast is also referred to as a port) within a player’s realm, the player may recruit an additional named hero. However, this named hero does not come with an army and must be attached to an existing realm or raid army. He is considered a realm hero. The named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.


III. Campaign Activities.
III. A. Submit activities plan. At each gaming session and prior to actual game play, each player must submit his realm’s activities plan. Plans are revealed at the beginning of the gaming session prior to game determination.
III.B. Army activities. Each army must be given a mission each turn. If no mission is specified for an army, it is by default holding in the current tile and continue its previous order. A mission must include the tile where the mission is to be performed.
III.B.1. A guard mission is for an army to defend a controlled tile against possible invasion.
III.B.2. An invade mission is for an army to enter an adjacent uncontrolled tile and win control.
III.B.3. An interdict mission is for an army to enter an adjacent enemy controlled tile, surround and blockade an enemy fortress, citadel, or town. An interdicting army does not gain control of the tile it interdicts but the controlling player gains no economic value for the tile.
III.B.4. A siege mission is for an army enter an adjacent enemy controlled tile containing a fortress, citadel, or town, fight a battle and win control of the tile.
III.B.5. A raid mission is for a raid army to distrupt economic activities of a specified player’s realm.
III.C. Navy activities. (optional) Each fleet must be given a mission each turn. If no mission is specified for a fleet, it will default stay in or return to its home port.
III.C.1. A to sea mission is for a fleet to sail for open water. The fleet may also include one army of 1000 points.
III.C.2. A sea assault mission is for a fleet, to invade a tile with its transported army.
III.C.3. A blockade mission is for a fleet to blockade a port city. The owner of the port city retain control of the city but receives no economic income for the city.
III.C.3. A raid mission is for a fleet at sea to distrupt economic activities of a specified player’s realm that has a port city.
III.D. Maintenance activities
III.D.1. In addition to its garrison, each player’s citadel can support one realm army and one raid army.
III.D.2. In addition to its garrison, each player’s fortress can support one realm army.
III.D.3. Each port city can support one fleet,
III.D.4. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
III.D.5. Note that realm hero cannot be lost due to maintenance activities.
III.E. Recruiting activities. Activities plan may also include any “Recruit Named Hero” plan and how much “Empire Points” to be deducted from the players treasury.
III.E.1. If the total number of a player’s realm armies is less than the number of fortress and citadel the player has, the player may recruit additional named hero to lead new realm armies to the number the realm may support.
III.E.2. If the total of realm hero is less than the number of non-port cities the player has, the player may recruit additional named hero to become realm hero to the number the realm may support.
III.E.3. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
III.F. Collect empire points. Activities plan must also include “Empire Points” collected that turn and the total amount in the player’s treasury.
III.G. Tile upgrade activities. Activities plan may also include any “Upgrade” plan and how much “Empire Points” to be deducted from the players treasury.

Saturday, December 11, 2010

2011 Spring Map Campaign Rule Discussion: Part II the Realm

Establish the Player's Realm.
II.A. Choose realm location. All players roll a die to establish an order, highest roll selects first and lowest roll selects last. Resolve ties with a roll off.
II.A.1. The first player chooses a fortress as his capital and replaces it with a citadel. Then the next player in descending order.
II.A.2. Once all players have chosen their citadels, each player may add an adjacent tile to his realm. This selection is performed in reverse order of citadel placement. Roll a D6, on a 6, map tile selection ends.
II.A.3. On a 5 or less, each player may select an additional map tile in descending order. Roll a D6, on a 5 or a 6, map tile selection ends.
II.A.4. On a 4 or less, each player may select an additional map tile in ascending order. Roll a D6, on a 4, 5 or a 6, map tile selection ends.
II.A.5. On a 3 or less, each player may select an additional map tile in descending order. Roll a D6, on a 3, 4, 5 or a 6, map tile selection ends.
II.A.6. On a 2 or less, each player may select an additional map tile in ascending order. Roll a D6, on a 2, 3, 4, 5 or a 6, map tile selection ends.
II.A.3. On a 1 or less, each player may select an additional map tile in descending order. Map tile selection ends.
II.B. Declare your primary faction.
II.B.1. The factions are based on War of the RIng: Arnor & Gondor, Rohan, Dwarves, Elves, Isengard, Mordor, Angmar, Fallen Realns, and Misty Mountain.
II.B.2. Two or more players may select the same faction.
II.C. Drafting the generals. All armies must be led by a named hero. Named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.
II.C.1. The highest pick his first named hero first, then the next player in descending order. Once chosen, a named hero cannot be chosen by another player.
II.C.2. Your first named hero must belong to your primary faction. He will be categorized as a Realm General.
II.C.3. Once all players have drafted one named hero, the last to choose will then draft his second named hero, then the next player in ascending order.
II.C.4. Your second named hero does not need to be from your primary faction or even an ally of your primary faction. However, if not of your primary faction or an ally of your primary faction, this hero will be categorized as a Raid General and can only lead Raid attacks and cannot augment the defense of your realm.
II.C.2. For each fortress within a player’s realm, the player may recruit an additional named hero. The order of recruitment of the 3rd hero should be in descending order. The order of recruitment of the 4th hero should be in ascending order.


Alternative to size of the realm would be for all to agree to the number of tiles each realm will start out with.

Update: 20101219:
II.D. Drafting realm heroes. For each city not on the coast (a city on the coast is also referred to as a port) within a player’s realm, the player may recruit an additional named hero. However, this named hero does not come with an army and must be attached to an existing realm or raid army. He is considered a realm hero. The named hero may be either an epic hero or that of a legendary formation from the WotR book. Note that a few legendary formation requires two named heroes to be fielded. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.

Sunday, December 5, 2010

2011 Spring Map Campaign Rule Discussion: Part I the Map

I. The World
I.A. The map set
I.A.1. Map tiles are hexagonal pieces that interconnect with other tiles.
There are six hexagonal mountain map tiles
There are 54 double sided hexagonal map tiles of 18 types.
I.A.2. There are 48 tile upgrade pieces
There are 6 citadel upgrades
There are 12 town upgrades
There are 12 fortress upgrades
There are 12 mine upgrades
There are 6 tower upgrades
I.A.3. There are 96 player flags in 8 colors (yellow, orange, red, purple, blue, green, stone, and granite).
I.B. Generating the map. All players participate in creating the campaign map. All players roll a die to establish an order, highest first and lowest roll last. Resolve ties with a roll off.
I.B.1.Take the six mountain tiles and attach them together into a ring. These tiles form the center of the map. Compile all the other tiles into a pile to be selected one at a time at random.
I.B.2. One player then take one tile at random from the stack. That player then add that tile to the map in any location he chooses with any side facing up.
I.B.3. Note the following stipulation. Rivers can only be placed with one end connecting to a mountain or to another river, and must be placed such a way that the other end of the river is not blocked by another tile. The only thing that can connect to an already placed river is another river tile or a marsh. If it is impossible to place a river then flip it to the other side and add that side to the map instead.
I.B.4. Each player takes turn placing tile till all tiles have been placed.
I.B.5. The end result is an island with surrounding ocean.
I.C. Populating the map. The order of placement is reverse of that tile selection and placement.
I.C.1. First place towns. Towns can only be placed in tiles with farms. Towns in a coastal tile are also ports.
I.C.2. Once all towns have been placed, then place fortress. Fortress cannot be placed in in swamps.
I.D. Orienting the map. The map is oriented such that there are parallel, though slightly off setting, columns of hexagonal tiles.
The left most column is denoted as “A”
Individual tile is denoted by is column designation and the number of tile down from the top most tile.