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Paul Girling

www.banhamandthebucks.co.uk/wargames


Dec 19, 07 - 5:32 PM
Warhammer Mighty Empires

Let me know your thoughts on the Mighty Empires campaign (downloadable from www.banhamandthebucks.co.uk/wargames). Could you also leave a message if you are happy with the rules, just so's I know who has taken a look.
Paul



Dec 22nd, 2007 - 12:28 PM
Re: Warhammer Mighty Empires

Just going to have a look...
Numbered cards system sounds good.
I notice that fortresses don't seem any different to villages. Should the defending force in a fortress get extra points to reflect their fortifications, or do we have siege rules to use?
Paul



Dec 23rd, 2007 - 6:46 PM
Re: Warhammer Mighty Empires

Reckon defenders will have the advantage being behind walls or siege would be good (as per Warhammer rules?)
Paul G



Dec 23rd, 2007 - 7:10 PM
Re: Warhammer Mighty Empires

Any thoughts on bringing some weather into the scenarios?
Paul Williams



Dec 28th, 2007 - 4:10 PM
Re: Warhammer Mighty Empires

I think my original question about fortresses was answered in the text – I hadn’t had a chance to read it in detail at the time, but I now see that it does mention using siege rules for fortresses. My apologies!

Here are a few more thoughts now that I’ve read it all properly:

Does it cost points to launch an attack? How about it costing 2 points to enter a tile regardless of whether it is occupied already? This would prevent an already large empire from being able to overwhelm smaller opponents by launching lots of free attacks.

Can each side only make 1 attack each turn, or can you make several (eg. having saved up your points ready to launch an all-or-nothing assault on the enemy across a wide front)?

“You can launch a battle by moving onto a tile that is adjacent to the tile you wish to attack” From looking at your later examples, I assume that if you are already adjacent an enemy tile you can attack it without having to move?

I was wondering about the “-1 tile for Defenders” rule. Defenders traditionally have an advantage, but with this rule, in many cases they will have a major disadvantage – especially if people decide to gang up on them! If we use the “2 points to enter a tile” idea, defenders would have the choice of whether to spend their points bolstering their defences or attacking in other directions.

Multiple attacks 2 example: R2 has to wait until next round before being able to attack. Seems a bit unfair – player R may not be able to attack anywhere else that turn, and if they cannot help the defenders of R3 or take advantage of C2’s defending force having moved out, they are stuck doing nothing other than waiting to get slaughtered by an outnumbering enemy. Would more strategic thinking be called for if you have to consider your attacks more carefully, potentially leaving tiles undefended. In the case of example 2, if R2 could help R3 defend itself, that would counterbalance the 2 opposing forces. If R2 chose to attack C2, C1 could send a force to defend it (but may be leaving themselves open to attack from someone on their other side…)
In this fashion, players might be encouraged to think on a more strategic level, thinking of their empire as a self-supporting whole instead of lots of separate tiles. After all, if you knew that most of the local troops had launched an attack on one of your nearby fortresses, why would you not go to help it, or take advantage of the absence of defenders to attack their home base? We could say that either C2 is effectively undefended (and so would cost 2 points to occupy) or we could say that there is only a 25% force there with only basic troop types allowed (no characters, wizards, special units, elites etc. – they’re all off attacking the enemy already). I’d favour the former option as it would mean less battles to fight, especially as the defending force would be very small so the battle could be a rather one-sided affair.

Points for winning/drawing/losing battles – as we now fight the battle to determine ownership of a contested tile, do we still need to issue points after a battle? You could end up with a large empire getting attacked in 3 different places by 3 different enemies and losing all 3 battles. This losing empire would receive a total of 6 points for being hopeless in battle, while each of the victorious neighbours would receive only 5 points each for being fantastic! How about 1 point for victory, none for drawing/losing? The large numbers of points awarded according to the new Mighty Empires rules assume that you are spending 3 points to occupy an enemy tile, but we no longer need to worry about this (I suppose another way to look at it is that you have gained 3 points worth of territory already, so you’d effectively be benefiting by 8 points after the battle!). With the number of players we have, it won’t be long before the entire map is occupied, and the only time points will get used is for building settlements or claiming tiles that have been abandoned following a draw/defeat for an attacker, hence not so much need for points (unless we want the entire map to be full of cities!).

Talking about points, does each side get a fixed number of points each turn, or do you get 1 point per tile in your empire etc? How about getting a fixed number of points (eg. 3 per turn) , plus 1 point per battle you win; that way, someone with a vast empire doesn’t get a massive points advantage, and the best generals will benefit the most.
Paul Williams



Dec 28th, 2007 - 4:13 PM
Re: Warhammer Mighty Empires

Sorry, my waffle filled up more than one reply! Here is the rest...

“Cities and Fortresses can start with their characters (roll per tile in combat).” Does this mean that we can designate a specific character for them when we first take possession of a tile? That character is then always available in that tile if desired?

“If you want to try and make the character appear you must deduct half the points value from your other units at the start of the game.” Do you mean that
a) these units cost only half their normal amount, to reflect the fact that for some of the time they may be fighting without their big character. The normal points cost is paid for the character… OR
b) you can only buy 50% of the number of troops you’d normally get? Eg. 700 point army can only spend 350 points on troops, the remaining 350 points is assumed to cover the cost of the character (regardless of whether or not that character costs exactly 350 points)

Could we have an example please?


What will happen if someone has a long thin empire which gets cut in half by enemy attack? Do we say that if they haven’t managed to reconnect it after X number of turns, it reverts to unclaimed land that anyone can claim?

We may have answered some of those questions already in our discussion at the end of the last meeting - please forgive me if my poor memory has caused me to ask things twice!
Paul Williams



Dec 28th, 2007 - 4:24 PM
Re: Warhammer Mighty Empires

What sort of rules for weather were you thinking? Do we use a 1 turn = 1 month system like the old Mighty Empires, where weather would be very bad during the 6 month winter period? I would have thought that the main strategic effect could be that crossing rivers (swollen with rain & dangerous), crossing mountains (snow, wind & cold weather) might be more difficult in the winter. Perhaps the attacker to roll a D6 and lose that number of points x 100 (so a small army could be all but wiped out during their attempt to attack). Defender has no disadvantage as they've been tucked up nice & warm & safe! Tactically speaking, during the game we could go for weather effects - in the old 40K rulebook I think there was stuff on environmental conditions, eg. flamer & laser weapon ranges reduced by 50% etc. In our case, you could say flame and arrow attacks -1 to hit in wind/rain. -50% move for all troops except flying creatures in deep snow (for battle fought in mountain tile). Flying creatures have to stay on ground or cannot take part in battles in strong winds?
Paul G



Dec 30th, 2007 - 10:34 AM
Re: Warhammer Mighty Empires

Thanks for the comments, I'll print 'em out and reply later (Monday)
Paul Girling

www.banhamandthebucks.co.uk/wargames


Dec 31st, 2007 - 11:33 AM
Re: Warhammer Mighty Empires

Phew, right think I've got a few answers Paul...

Costs 2pts to attack a tile (for each tile attacking) as per buying a tile. You can only attack on one front (otherwise you might have to do two or three battles in one round while others have to sit out).

Need the -1 rule for defenders otherwise defenders will automatically have two tiles defending (dble the army points) which I think would give to much of an advantage. Defenders have the option of trying to pre-empt an attack by buying tiles next to the one about to be attacked to increase their force.

Multiple attacks (2) Armies are going to be equal B1 and C2 aren't necessarily joining forces, but both trying to win the tile. R2 had the option of pre-empting the attack by buying adjacent tiles to increase their army size.

I think it would get to complicated if one person was fighting on too many fronts (see above).

Happy to go with the 1pt for winning, nothing for draw or lose.

Yes, you get 3pts per turn to spend as you wish.

Characters and army size: Army of 500 pts wants character that costs 300pts - starts battle with 350pts (500 - 150 (half of character value). Character appears on a dice roll (starts battle with reduced points, has more points when (or if) character appears). If on a city tile doesn't need to role to appear and doesn't need to deduct points at the start.

Broken line of tiles, sounds good, say 2 turns? The loses tiles cut off.

Finally, think we've made it complicated enough as it is, perhaps introduce some weather in the next tournament. We'll also need to have a cut-off point for the tourny when the total points can be added to determine the winner.

Give it a few days and i'll update the rules sheet and bring along a few copies on Sunday.


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