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Made in us
Terrifying Wraith




Houston

In the preperation stages of a mighty empires game set in Estalia (west of Brettonia). I was hoping to temper out some ideas here in the crucible... The game is gonna be played on one set of mighty empires... So first question:
1. What is the optimal number of players? I was thinking 6 but that would leave an awfully crowded map if each faction set up with 7 tiles. I was thinking the setup could be one board edge tile and every adjacent one, excluding special tiles.
2. What's the best setup for mines? I don't care for the BITBL rules exactly, was thinking more along the lines of ME: each mine produces 2d6x10 gold. on snake eyes it's destroyed, on boxcars roll on the BITBL table, rerolling the bad one. Gold = One use only extra armypoints.
3. Magic items: should they be limited? I was thinking only mundain except on the heros of legend and regiments of renown, but idk, that might neuter something I'm not aware of.
4. Events table: I was thinkig of using the BITBL one, but only rolling one die for the 'tens' digit and then allowing the player to chose which of the 6 ones he wanted. Would have to rearrange some of the similar ones so they wernt in the same category. This would suit 6 players perfectly.

5. Seasonal events:
Spring - Bloodsport
"Many Errants of brettonia come to the rugged wilderness each spring for the annual Beastpurge, a massive ride through the nations sparce forests, corralling the beastmen of the savannah into herds and then slaughtering them. In the weeks before and after the hunt the border castle of ElCapitan is full of arrogent knights and their egos, leading to the creation of a small colloseum where partys could settle differences via combat."
Wanted to do some sort of character battle royal, with no monstrous mounts. Again not sure about char loadouts... lastman standing/Person who controls the tile can add knights errant 0-1 to a single army.

Summer- Calm Seas
"Warm summer winds calm the seas as each army's fleet leaves port in a quest for naval dominance"
This is kinda crazy: was thinking of some ship rules:
Naval Units: each unit must have the smallest frontage possible to make a rank (5 for infantry/3 for MI). Only Infantry and MI form boats, and each boat may carry a single warmachine for each 4 ranks of infantry/2 ranks of MI. Other than infantry/MI characters, flyers and warmachines, no other unit types may be taken. Boats roll 2d6 + d6 for every 4/2 ranks and takes the highest two, and may only wheel. Half of the unit may shoot out of each side of the ship, and if movement brings two ships into contact combat is fought as per building sections.
Winner dominates the seas for the year: count all coast tiles as adjacent to his empire as per elves in BITBL; if elves win they also count all river tiles as adjacent to their empire.

Autumn - Storm of The Century
"Fairhaven is a distopian paradise. The Elven vampire that lives in the nearby mountains tends the town like a gardener prunes hedges. 52 families with 100 members each. For these inhabitants, the perfect peace and harmony comes with the price of one family member "serving in the castle" per year, those that go are soon forgotten and not seen again. The culmination of so many powers creates a roiling storm that threatens to wipe fairhaven from the map."
6 way Storm of magic battle; the count is grateful for scattering the other armies and protecting his model community, the winner claims Castillian Keep and can include graveguard as 0-1 in one of his armies.

Winter - Seige of Billibillia (forgot the citys name)
Seige rules, MVP as chosen by the losers gets the tile.

6. How should the winner be decided? Largest empire? Use relic system?

Thanks in advance!

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

I am doing 5 folks max in my campaigns and it works fairly well

 
   
Made in us
Terrifying Wraith




Houston

That's quick, what does the 5th wheel do during the battles? That's my only real concern with an odd number

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

Well the way I have been running my campaign is each player as three 500 point starting armies that they can add on to (it involves mines and alot of other stuff). Capitol assault is the name of the game and you try and reach the enemys starting location. You take that location and it is game over for them. So every player is really in it for themselves as you can not trust a ally to secure your rear as they may just make a bline for your capitol (though it would take them a while). I like to keep it a odd number so folks dont form just two big teams that while not trusting each other can still crush the other two teams.

 
   
Made in us
Killer Klaivex




Oceanside, CA

I played in a 6 player map based game, where most battles included allies from one side or the other.
You had 1200 points based, which was modified by territories and distance from supply lines.
Allies calculated points in the same manner, but only brought half as many. Additionally, allies gained a bonus 50 points each time you had previously beaten or tied them (forced submission or mutual respect), and lost 100 points each time they had beaten you (rival).

In effect, every time you beat somebody, they became a stronger ally for you, and you became a weaker ally for them.
Anyone could ally with anyone, and each player had 2 ways to win.
1) Take the capitol and hold it for 2 turns without the aid of allies. (center tile)
2) Secret objective determined at the start of the campaign; mine was sack the 3 capitol cities (eliminate the rivals); another player had to defeat a enemy general of each player in a challenge with his own general (path to glory).

The secret objectives is what made it rad. You could never really count on who was helping you or why.
In an epic final week of battle, I saw a night goblin force "team" up with beastmen. The night goblins moved his blocks behind the beastmen on turns 1 and 2, and then started releasing fanatics all over his ally, aiming to miss the enemy. His secret objective needed all 4 players to be defeated by a massacre while allied with him.
The game had 20 secret objectives, each player drew one at the start, and the 14 unused where locked up during the campaign. This meant even players who knew them all, didn't know who had what, and what went unused.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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