Post by Aetius on Jan 13, 2019 17:13:03 GMT
War of the Ring
~thanks to lord of cats for providing much of this
~thanks to lord of cats for providing much of this
Three Rings for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
One Ring to rule them all. One Ring to find them,
One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie.
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
One Ring to rule them all. One Ring to find them,
One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie.
Sequence of the Game
The turn consists of 3 move phases where units move their speed and battles are resolved. On Sunday moderator updates, posting events, and such.
Move/Battle (Monday-Tuesday)
Move/Battle (Wednesday-Thursday)
Move/Battle (Friday-Saturday)
Income, Gain new Units (Sunday)
War of the Ring
The War of the Ring starts in the game as a preset war. At the beginning it is Gondor vs Mordor. Gondor is leader of the Free Peoples Alliance while Sauron is leader of the Dark Servants alliance. The benefits of joining this alliance are you get to win together if your side wins, however you will also lose together if your side loses. Joining the war of the ring is voluntary. You can NEVER leave the alliance until the war ends.
If the Free Peoples player controls Shadow Stronghold Settlements worth 6 or more Victory
Points, the Free Peoples win.
If the Dark Servants players controls Free Peoples Settlements worth 8 or more Victory
Points, the Dark Servants win.
FP major VPS worth 2 (Shadow must capture these)
Erebor (2)
Grey Havens (2)
Rivendell (2)
Woodland Realm (2)
Lorien (2)
Helm's Deep (2)
Minas Tirith (2)
Dol Amroth (2)
Fords of Isen (1)
West Osgiliath (1)
Pelargir (1)
Dale (1)
Shadow major VPS worth 2 (FP must capture these)
Mount Gundabad (2)
Dol Guldor (2)
Orthanc (2)
Morannon (2)
Barad-Dur (2)
Mina Morgul (2)
Umbar (2)
Moria (1)
Carn Dum (1)
Economy
On the Terrain and Income Map each land region has a number ranging from 1 to 3. This is the level of taxable wealth the region generates. Wealth allows a faction to build up its military and infrastructure.
Infrastructure
Infrastructure includes settlements, fortifications, ports, and roads.
Settlements and fortifications can be built in any land region. A region can have either a settlement or a fortification, not both. Settlements and fortifications have 4 levels each, and they must be built in order. A town can only be built in a region with a village, for example.
Settlements
1. Trade Post
Cost: 4 wealth
Effects: Increases this region’s wealth by 1.
2. Village
Cost: 8 wealth
Effects: Increases this region’s wealth by 2. Can recruit or replenish 1 army in this region per turn. Can recruit 1 hero in this region per turn.
3. Town
Cost: 12 wealth
Effects: Increases this region’s wealth by 3. Can recruit or replenish 2 armies in this region per turn. Can recruit 2 hero in this region per turn. Gives a -1 penalty on first round of combat
4. City
Cost: 16 wealth
Effects: Increases this region’s wealth by 4. Can recruit or replenish 3 armies in this region per turn. Can recruit 3 heroes in this region per turn. Gives a -1 penalty on on first round of combat
Fortifications
1. Fort
Cost: 4 wealth
Effects: Can recruit or replenish 1 army in this region per turn. Can hold 1 army in garrison
2. Castle
Cost: 8 wealth
Effects: Can recruit or replenish 2 armies in this region per turn. Can hold 2 army in garrison
3. Fortress
Cost: 12 wealth
Effects: Increases this region’s wealth by 1. Can recruit or replenish 3 armies in this region per turn. Can hold 3 armies in garrison
4. Citadel
Cost: 16 wealth
Effects: Increases this region’s wealth by 2. Can recruit or replenish 4 armies in this region per turn. Can hold 4 armies in garrison
Settlements and fortifications can be switched between their corresponding levels. The costs will be the same. For example, Gondor can switch Pelargir from a town to a fortress at the cost of 18 wealth.
Ports can be built on the passable border between a land and a sea region. A land region can only have 1 port. Orc factions cannot build ports. Ports allow armies to enter sea regions as "transports". Ports have 4 levels, and they must be built in order. A shipyard can only be built in a region with a docks, for example.
Ports
1. Docks
Cost: 4 wealth
Effects: Can build or repair 1 naval fleet in this sea region per turn.
2. Shipyard
Cost: 8 wealth
Effects: Can build or repair 2 naval fleets in this sea region per turn.
3. Wharf
Cost: 12 wealth
Effects: Increases this land region’s wealth by 1. Can build or repair 3 naval fleets in this sea region per turn.
4. Harbor
Cost: 16 wealth
Effects: Increases this land region’s wealth by 2. Can build or repair 4 naval fleets in this sea region per turn.
Roads
Roads are built between land regions, meaning you must own both regions to build a road connecting them. A road costs 4 wealth to build. A road adds+1 speed to your units if you follow roads the entire way
For role-play, you can name your new infrastructure anything you want.
It takes 1 turn to build an infrastructure. If the region something was being built in is lost during the turn, construction is cancelled and you immediately get a refund.
Destroying Infrastructure
In your purchases post you may order an infrastructure destroyed. It will cease to exist at the beginning of the next turn. At the end of the next turn you will recoup half the cost of the infrastructure you destroyed. If you destroy a town, for example, you’ll recoup 6 wealth. To destroy a road you must own both regions.
Captured Infrastructure
When a faction conquers a region with infrastructure, that faction will not receive the effects of the infrastructure until the next turn. This does not apply to roads. Ports are automatically destroyed if captured by an Orc faction.
Capital Regions
On the Political and Military Map capital regions are marked with a star. This is where your treasury is. Your capital cannot be moved except via events. If your capital region is taken by an enemy, you lose your entire treasury and half of it goes to the enemy. Then you must appoint a new capital region.
Infrastructure
Infrastructure includes settlements, fortifications, ports, and roads.
Settlements and fortifications can be built in any land region. A region can have either a settlement or a fortification, not both. Settlements and fortifications have 4 levels each, and they must be built in order. A town can only be built in a region with a village, for example.
Settlements
1. Trade Post
Cost: 4 wealth
Effects: Increases this region’s wealth by 1.
2. Village
Cost: 8 wealth
Effects: Increases this region’s wealth by 2. Can recruit or replenish 1 army in this region per turn. Can recruit 1 hero in this region per turn.
3. Town
Cost: 12 wealth
Effects: Increases this region’s wealth by 3. Can recruit or replenish 2 armies in this region per turn. Can recruit 2 hero in this region per turn. Gives a -1 penalty on first round of combat
4. City
Cost: 16 wealth
Effects: Increases this region’s wealth by 4. Can recruit or replenish 3 armies in this region per turn. Can recruit 3 heroes in this region per turn. Gives a -1 penalty on on first round of combat
Fortifications
1. Fort
Cost: 4 wealth
Effects: Can recruit or replenish 1 army in this region per turn. Can hold 1 army in garrison
2. Castle
Cost: 8 wealth
Effects: Can recruit or replenish 2 armies in this region per turn. Can hold 2 army in garrison
3. Fortress
Cost: 12 wealth
Effects: Increases this region’s wealth by 1. Can recruit or replenish 3 armies in this region per turn. Can hold 3 armies in garrison
4. Citadel
Cost: 16 wealth
Effects: Increases this region’s wealth by 2. Can recruit or replenish 4 armies in this region per turn. Can hold 4 armies in garrison
Settlements and fortifications can be switched between their corresponding levels. The costs will be the same. For example, Gondor can switch Pelargir from a town to a fortress at the cost of 18 wealth.
Ports can be built on the passable border between a land and a sea region. A land region can only have 1 port. Orc factions cannot build ports. Ports allow armies to enter sea regions as "transports". Ports have 4 levels, and they must be built in order. A shipyard can only be built in a region with a docks, for example.
Ports
1. Docks
Cost: 4 wealth
Effects: Can build or repair 1 naval fleet in this sea region per turn.
2. Shipyard
Cost: 8 wealth
Effects: Can build or repair 2 naval fleets in this sea region per turn.
3. Wharf
Cost: 12 wealth
Effects: Increases this land region’s wealth by 1. Can build or repair 3 naval fleets in this sea region per turn.
4. Harbor
Cost: 16 wealth
Effects: Increases this land region’s wealth by 2. Can build or repair 4 naval fleets in this sea region per turn.
Roads
Roads are built between land regions, meaning you must own both regions to build a road connecting them. A road costs 4 wealth to build. A road adds+1 speed to your units if you follow roads the entire way
For role-play, you can name your new infrastructure anything you want.
It takes 1 turn to build an infrastructure. If the region something was being built in is lost during the turn, construction is cancelled and you immediately get a refund.
Destroying Infrastructure
In your purchases post you may order an infrastructure destroyed. It will cease to exist at the beginning of the next turn. At the end of the next turn you will recoup half the cost of the infrastructure you destroyed. If you destroy a town, for example, you’ll recoup 6 wealth. To destroy a road you must own both regions.
Captured Infrastructure
When a faction conquers a region with infrastructure, that faction will not receive the effects of the infrastructure until the next turn. This does not apply to roads. Ports are automatically destroyed if captured by an Orc faction.
Capital Regions
On the Political and Military Map capital regions are marked with a star. This is where your treasury is. Your capital cannot be moved except via events. If your capital region is taken by an enemy, you lose your entire treasury and half of it goes to the enemy. Then you must appoint a new capital region.
Military
Armies
Armies cost varying amounts of wealth. New armies appear at the beginning of the new turn in the regions with the necessary infrastructure you chose.
Armies contain companies, the number of which depends on the army, for example goblins have 4, elven rangers have 3.
For role-play, each company has 500 soldiers.
Units
Fleets
Gondor, Umbar, and Lindon have access to unique ships, rest have access to Skiffs.
An army can enter a sea region f there is at least shipyard or greater in the province. Orc armies cannot enter sea regions, ever. Each company becomes a squadron. If a transport fleet/army meets a real navy they may be attacked for one round and cannot attack back, then forced to retreat.
Region Limit, Attrition
Up to 8 of your armies or fleets can be deployed in a region without attrition (Attrition means every move phase I roll a d6 for every army in the region, on a 1 and it loses 1 division). Multiple armies moving together is called a host, while multiple fleets moving together is called an armada.
Blockades and Piracy
If you have a naval fleet in a sea region with no enemy fleets and it borders enemy land regions, the enemy faction receives no wealth from their ports and you take 1 wealth per fleet blockading from that enemy’s income every turn.
Militia
All land regions contain a militia (1 army) of your weakest unit which cannot be moved and can only defend.
Movement
Every unit has a speed, infantry is mainly 1 speed, cavalry 2
Upkeep
For every arm a faction has, regardless if it’s depleted or not, 1 wealth must be spent in upkeep. For every 4 heroes, 1 wealth must be spent in upkeep. Example: If Gondor has 4 armies, 1 naval fleet, 6 heroes at the end of a turn it must pay 6 wealth in upkeep. If the faction cannot afford the upkeep, some of its forces and agents must be disbanded.
Campaigns
Moving armies into bandit or enemy regions, or moving fleets into a region with enemy fleets, results in a battle.
When invading enemy regions that contain armies or fleets of a different enemy, ignore those forces unless the two enemies have a defensive pact. If you take the region in this situation the other enemy forces will be moved to the nearest friendly region. If they can’t move, then they must be fought.
Battles
Combat begins by figuring out which penalties or bonuses apply, then doing leader rolls. Then begins the battle proper. First DEFENDER A units fire, and inflict hits. Hits are instant, and army being hit must apply them to his armies with the most divisions, if two armies have equal divisions they can decide. Then ATTACKER A units fire, then DEFENDER B units, etc. This sequence is one Combat Round and is repeated for three rounds or until one side
wins the battle or the attacker fails to beat them in 3 rounds.
Battle Sequence
Battles are fought one by one after all moves are completed.
Battle TURNS
Each army has one battle turn per Battle Round. In its turn, a army may either Fire, Retreat, or Pass, except Retreat is not allowed in Round 1. The sequence of turns depends on combat ratings. “A” armies go before “B” armies, then “C” armies, then "D" armies.
Defending “A” armies go before Attacking “A” armies , and so on.
After all armies have taken one Battle Turn, one Round has been fought. Battles are fought for a maximum of four (4) Rounds. Attacking blocks must retreat during Round 4 in their normal battle turn.
Combat PenaltiesWhen attacking across a river ford, or from the sea, or a city, your armies have a -1 penalty in the first combat round (for example Orcs only hit on 6, rather than 5+, and goblins cannot hit at all). Penalties do not stack, worst that exists is -1.
Leader Rolls
Each leader rolls his command dice and tries to hit his target requirement. For every pass he has the ability to reroll any miss or force the enemy to reroll their hits in A,B,C. (Dain II rolls 4 dice, gets 2,5,4,6, he may now choose reroll misses to force enemy to reroll hits in this round of battle whenever ABC battle turn he wants). There can only be one overall commander. Others act as his CAPTAINS.
Any other leaders are CAPTAINS and you can attach 1 hero to an army and it gains 1 strength. If Denethor is leading an army, Boromir can be a captain and attached to gondor knights making it a 4 strength unit.
Retreating
Each army may retreat on its Battle Turn (instead of firing), except armies can never retreat on Battle Round 1.
Replenishment
Armies and fleets that have lost companies in battle are depleted. To replenish a depleted army, move it to a region with a settlement or fortification, and then spend wealth per missing company. To replenish a naval fleet, move it to a sea region bordering one of your ports, and then spend wealth required per missing squadron. At the beginning of the new turn the force will be at full strength after paying.
Merging Forces
Two or more depleted forces may merge together. An Orc army of 1 companies and another with 3 companies, for example, can merge to form a full-strength army of 4 companies.
Heroes
Middle Earth is the story of heroes and powerful characters moving their pawns into place for Sauron or the Valar, as such they are immensely powerful. They can be bought here from a preset list according to your faction
Heroes
Armies cost varying amounts of wealth. New armies appear at the beginning of the new turn in the regions with the necessary infrastructure you chose.
Armies contain companies, the number of which depends on the army, for example goblins have 4, elven rangers have 3.
For role-play, each company has 500 soldiers.
Units
Fleets
Gondor, Umbar, and Lindon have access to unique ships, rest have access to Skiffs.
An army can enter a sea region f there is at least shipyard or greater in the province. Orc armies cannot enter sea regions, ever. Each company becomes a squadron. If a transport fleet/army meets a real navy they may be attacked for one round and cannot attack back, then forced to retreat.
Region Limit, Attrition
Up to 8 of your armies or fleets can be deployed in a region without attrition (Attrition means every move phase I roll a d6 for every army in the region, on a 1 and it loses 1 division). Multiple armies moving together is called a host, while multiple fleets moving together is called an armada.
Blockades and Piracy
If you have a naval fleet in a sea region with no enemy fleets and it borders enemy land regions, the enemy faction receives no wealth from their ports and you take 1 wealth per fleet blockading from that enemy’s income every turn.
Militia
All land regions contain a militia (1 army) of your weakest unit which cannot be moved and can only defend.
Movement
Every unit has a speed, infantry is mainly 1 speed, cavalry 2
Upkeep
For every arm a faction has, regardless if it’s depleted or not, 1 wealth must be spent in upkeep. For every 4 heroes, 1 wealth must be spent in upkeep. Example: If Gondor has 4 armies, 1 naval fleet, 6 heroes at the end of a turn it must pay 6 wealth in upkeep. If the faction cannot afford the upkeep, some of its forces and agents must be disbanded.
Campaigns
Moving armies into bandit or enemy regions, or moving fleets into a region with enemy fleets, results in a battle.
When invading enemy regions that contain armies or fleets of a different enemy, ignore those forces unless the two enemies have a defensive pact. If you take the region in this situation the other enemy forces will be moved to the nearest friendly region. If they can’t move, then they must be fought.
Battles
Combat begins by figuring out which penalties or bonuses apply, then doing leader rolls. Then begins the battle proper. First DEFENDER A units fire, and inflict hits. Hits are instant, and army being hit must apply them to his armies with the most divisions, if two armies have equal divisions they can decide. Then ATTACKER A units fire, then DEFENDER B units, etc. This sequence is one Combat Round and is repeated for three rounds or until one side
wins the battle or the attacker fails to beat them in 3 rounds.
Battle Sequence
Battles are fought one by one after all moves are completed.
Battle TURNS
Each army has one battle turn per Battle Round. In its turn, a army may either Fire, Retreat, or Pass, except Retreat is not allowed in Round 1. The sequence of turns depends on combat ratings. “A” armies go before “B” armies, then “C” armies, then "D" armies.
Defending “A” armies go before Attacking “A” armies , and so on.
After all armies have taken one Battle Turn, one Round has been fought. Battles are fought for a maximum of four (4) Rounds. Attacking blocks must retreat during Round 4 in their normal battle turn.
Combat PenaltiesWhen attacking across a river ford, or from the sea, or a city, your armies have a -1 penalty in the first combat round (for example Orcs only hit on 6, rather than 5+, and goblins cannot hit at all). Penalties do not stack, worst that exists is -1.
Leader Rolls
Each leader rolls his command dice and tries to hit his target requirement. For every pass he has the ability to reroll any miss or force the enemy to reroll their hits in A,B,C. (Dain II rolls 4 dice, gets 2,5,4,6, he may now choose reroll misses to force enemy to reroll hits in this round of battle whenever ABC battle turn he wants). There can only be one overall commander. Others act as his CAPTAINS.
Any other leaders are CAPTAINS and you can attach 1 hero to an army and it gains 1 strength. If Denethor is leading an army, Boromir can be a captain and attached to gondor knights making it a 4 strength unit.
Retreating
Each army may retreat on its Battle Turn (instead of firing), except armies can never retreat on Battle Round 1.
Replenishment
Armies and fleets that have lost companies in battle are depleted. To replenish a depleted army, move it to a region with a settlement or fortification, and then spend wealth per missing company. To replenish a naval fleet, move it to a sea region bordering one of your ports, and then spend wealth required per missing squadron. At the beginning of the new turn the force will be at full strength after paying.
Merging Forces
Two or more depleted forces may merge together. An Orc army of 1 companies and another with 3 companies, for example, can merge to form a full-strength army of 4 companies.
Heroes
Middle Earth is the story of heroes and powerful characters moving their pawns into place for Sauron or the Valar, as such they are immensely powerful. They can be bought here from a preset list according to your faction
Heroes