Wednesday, April 23, 2008

Mighty Empires III- Round 3

4/22 Games Workshop, Oak Park.



CAMPAIGN STANDINGS

Josh- Chaos Undivided 5
Andre-Dwarfs 4
Anthony- Orcs and Goblins 4
Jeff- Chaos Undivided 3
Bill- Vampire Counts 3
Kenny- Ogres 3
Erik- Dogs of War 3
Billy- High Elves 3
John- Empire 3
Joe- Lizardmen 2
Eric- Lizardmen 2- eliminated at end of this turn


STRATEGIC EVENTS

Eric- Land Grab
John-
Diplomacy @ Josh
Erik-
War Tax +100
Anthony-
Praise be to the Oracle
Jeff-
Building Boom
Kenny-
Espionage
Joe-
All of Nothing
Andre-
Scouts
Billy-
Fortune Favors the Bold
Josh-
Survey the Battlefield
Bill-
No Guts, No Glory

CAMPAIGN EVENTS

Eric- Famine
John-
All is well
Erik-
Harvest moon +250
Anthony-
All is well
Jeff-
All is well
Kenny-
Corruption -100
Joe-
Harvest Moon +250
Andre-
Thy Lord Returns
Billy-
Fame
Josh-
Thy Lord Returns
Bill-
Hidden Cache

Empire Points carried over
Erik 1
Josh 1
Joe 1
Billy 2 *
see clarifications

Items awarded via events tables
(this can be used at no cost to the player but do count against character
item limits)

Andre: Rune of Battle, Master Rune of Challenge (and two items yet to be reported)
Eric: Dispel Scroll, Power Stone
Bill: Drakenhoff Banner, Dispel scroll x2


REVENUE

Eric- 0
John-
150
Erik- 250
Anthony- 200
Jeff-
75
Kenny-
225
Joe- 50
Andre- 175
Billy-
25
Josh-
75
Bill- 150

Mines- we've been neglecting in rolling to see if mine exhaust...you need to roll once each turn after it was built in the revenue phase.

Turn Mines
Billy- 1
Josh-1

Turn2 Mines
Billy 1
josh 1
John 1
Andre 1
Erik 1
Bill 1

When do this turns Build and conquest, first thing we will do is roll for each mine
bill and Josh will roll their turn 1 mines "twice" once for this round and once for the round we skipped. - we then apply results, be caught up then build as normal.


ALLIANCES-

Vampire Counts, Chaos Undivided (jeff)
High Elves, Lizardmen (Joe)
Dogs of War, Ogres


CHALLENGES
All games are default 2000 points before reinforcement purchases


INVASIONS

HIGH ELVES VS EMPIRE
EMPIRE MASSACRE!!! 5EP

CHAOS (Josh) VS LIZARDMEN (Eric) concession
CHAOS MASSACRE!!! 5 EP

CHAOS (Jeff) VS ORCS AND GOBLINS
extra game that shouldn't have scheduled per rules..cancelled

VAMPIRE COUNTS VS ORCS AND GOBLINS
VAMPIRE COUNTS- SOLID VICTORY 4 EP

DOGS OF WAR VS ORCS AND GOBLINS
ORCS-SOLID VICTORY-4EP

OGRES VS CHAOS (Jeff)
DRAW!!!!! 2EP each

Non- Invasion

DWARFS VS LIZARDMEN (Joe)
DWARFS- SOLID VICTORY 4EP




Special Characters
(each army has a access to a special character who is revealed over the course of the campaign, those in bold have joined their Empires)

Dogs of War-
Lorenzo Lupo
Dwarfs-
Thorgrim Grudgebearer
Ogres-
Skrag the Slaughterer
Chaos Undivided (josh)-
Galrauch
Lizardmen (eric) -
Krog Gar
Lizardmen (joe)-
Lord Kroak
Empire-
Karl Franz
Vampire Counts-
Mannfred Von Carstein
High Elves-
Teclis
Chaos Undivided (jeff)-
Archeaon
Orcs-
Grimgor Ironhide


Round 3 Errata and Clarifications
(errors in round 2 will be left 'as is" due to impact on other events
everything mentioned here starts as of round 4)

Empire Points *- you can only carry over 1 Empire point, see page 8 of rules. but you can buy one EP in the revenue phase, so you can actually carry over "2". Billy had different situation causing the problem, where he wasn't awarded the proper EP for his last round. Oversight, mine..problem is corrected as of round 4, sorry billy!!


Invasions *- After a conversation with Billy about our game, It occurred to me that while I listed specific rules for invading winners, I never listed any rules for "defending winners" I assumed that the "intent" was clear that if you where defending and won you could take the hex your opponent invaded from. However that wasn't clear, so I want to clarify that and make it slightly different to keep people from "turtling" and trying to expand only by "defending".

Clarification- *defending winners*- If you are invaded by an enemy Empire and win. Your troops can surge forward and capture the enemy hex you were attacked from for 1 additional Empire point.

Example- The High Elves attacked my mine hex from his mine hex, Since I won I *could* capture his Hex, for 4 EP, instead of the normal 3Ep.

Symmetrical Challenge- To eliminate the 1 point penalty for taking an opponents hex while defending from his invasion, simply use your challenge to challenge your opponent back. that makes both players the aggressor. Note: you can challenge a different hex than your opponent challenges you from as long as its on your border. ( You fight one battle but its directed at different hexes)

Mandatory Challenge Rule Updated- I'm clarifying the Challenge rule slightly which will help close the loophole creating too many extra games. The Rule now reads

"You must challenge any adjacent, non-allied Empires FIRST, unless that player already has a game."

Build and Conquest-
(as of turn 4) If you declare an invasion and win your battle, you must spend those EP won to "capture" the Hex you are invading (if not possible due to lack of EP you have the option to damage it, or can spend your points elsewhere),

We want to stay away from having players invade enemy empires, then decide not to capture enemy territory that they directly challenged and instead use that EP to go and gobble up cheaper open territories, it's not realistic. I understand why it's happened with the challenge rule the way it was...but given we now have an even number of players and the challenge rule being reworded so its not as rigid, we should have more options for open challenges. So if you want to expand, form alliances, use diplomacy so you don't have to fight your neighbor. That way you canopen challenges. If you want to invade, then you are "invading", meaning you are challenging hexes with the intent of taking them from your opponent, and wiping him off the map.



"Fortune Favors the Bold"- Changing the wording in round 1, has led this to becoming the "poor mans building boom" and that is not in the spirit it was designed, getting extra points thru draws or using this to downgrade other assets (like mines) was never its intent
its supposed to an aggressive strategy event that is not as good as things like "land grab" and "building boom"
It is a second tier event that should be limited to if you win your game and capture an enemy hex...so for the next turn it is reverting to the original wording in the rulebook.

Fortune Favors the Bold- should read
"If you are able to seize an Enemy Hex after your battles are fought this turn,
you receive 1 bonus empire point which MUST be applied immediately to that Hex."

So in the last turn where Billy has it, you would never invade a mine hex after taking "fortune" as mines cannot be upgraded. again this won't apply until round 4, so Billy can use fortune the same way that Anthony and Jeff did last turn, then it back to it original intent for round 4.

Missed games- If you don't get your game during the turn and you opponent has made an effort to schedule with you and don't have the time, it is an automatic concession and a 5EP massacre for your opponent. IF you miss two turns of games without an "emergency excuse" you are dropped from the campaign (in all likelyhood being behind two massacres and you are overrun anyway), sorry its just not fair to the other players who show up to play everyweek.

Good Luck in your games, leave comments here or if they are long email me.

7 comments:

Anonymous said...

Shaping up to be a good campaing. John I noticed that there isn't an area where we track "Found Items" could that be added? So far we have
Andre: Hidden Cashe Rune of Battle, Master Rune of CHallange (and two items yet to be reported)
Eric: Dispel Scroll, Power Stone
Bill: Drakenhoff Banner, Dispel scroll x2

JPL said...

yup, I totally meant but forgot to add those, It's in my notes nice and big. Andre needs to spec those other two runes ASAP. Added!, Thanks Bill

Anonymous said...

quick question, will Eric's Banners stay in play? Or will they be removed from the map. My inital thoughts are to keep them in play, as removing them creates an unfair advantage to those closer to him (territories that were his would then become un-owned territories and thus much eaiser for people to take over).

JPL said...

the way I see it, Josh has an invasion so he must take that first territory for its value as if Eric was still a player. so 3EP, the second hex would revert to neutral.

Eric has Land Grab so theoretically he could stay in with one new hex, even thou josh could take both his current hexes and wipe him out. However Eric is dropped due to lack of participation.I am just cutting our losses. We have even number of players now which will make things easier.

Anonymous said...

Can I choose to take regular empty hexes?

JPL said...

That's good question, up until now we've been playing, you don't have to take the hex you invade if you win. That being the case I won't change it for this build and conquest phase as that would not be fair. We may want to consider changing that from a pure logic prospective for the next turn.

In this case Eric territories are going neutral and your getting 5EP for not playing a game, so do we just wipe him and let you expand in general, or have you take one of his hexes for those 3EP..letting the other one go neutral. I'm sure you see the challenge here from a fairness perspective. On one hand I don't want to penalize you for his lack of participation. On other this shines a light on the issue of aggressively invading and using the points to gobble up cheaper territories instead of taking your opponents hexes as you would/should, considers you are Invading an enemy Empire.

It probably makes sense that if you are invading and win, you must take
(or damage) the hex you are invading. Defenders of course get the option for the cost of the extra point or can take what they wish.

So I guess what we will do is just let you expand as you want, and then wipe Eric off the map at the end of the turn. For turn 4 we will adjust the invasion rules. looks like more Errata.

Anonymous said...

Good update, I think these clarifications that you have made, as well as on-going evaluations will hopefully help keep things clear and sticking with the spirit that was intended.

John, you may want to give a call to the store, I believe Anthony was trying to convince Mike (the other emploiee) take Erik's place.

Bill

 

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