After a recent Findamancer-Dirtamancer link survey discovered vast gem deposits underneath its mountains, an until now mostly deserted island has become the focus of attention for all Erfworld.
Nicknamed "Mine Island", presumably for its mineral deposits, it is now the bone of contention between two mighty alliances of Erfworld nations. Either side thinks the other is unworthy to polish their shoes, let alone share in the wealth. There can be only one, and victory will be claimed only when one alliance has had its expeditionary force croaked by the other.
The challenge is thrown. Can you make it Thine Island?
So victory conditions: croak everything that the other side has.
Each player will design 5 units and name their nation. 4 of those units will be posted here, while the fifth will only be known to me and that player's allies.
Each player will then buy units from those they have designed, up to a total cost of at most 5000 pop points. At least one of those units needs to be popped with the Commander special.
Any pop points not used for the starting army may be used in the next turns.
Each turn, each alliance gets 6000 pop points (2000 per allied player); these, along with any left-overs from the starting pop points, can be shared among allies.
Each alliance gets 4 Magic Hats. These can be given to any units, and allow those units to receive orders from however far away (normally, orders are received only if there's a Commander in the same hex as a unit, or another unit is used to relay orders).
Players start in the hex where their side has a spawn point.
Team A EDIT Imaginary Acid Rain
(NW camp; takes turn first):Nihila
Team B EDIT Generic Scots
<- EDIT: Foolamancer
<- EDIT: Stryker
In other news, I have the unit design (and secret units) from everyone.
Starting armies: all Side A (EDIT: Imaginary Acid Rain) players have sent in starting armies. All Side B (EDIT: Generic Scots) players have sent in unit designs and armies.
Some relevant documentsRules DocRules: differences to previous games in The Battle for <> style (like A Battle of Two Cities)Unit design spreadsheetCombat spreadsheet (you'll need to download it to look at it, but as I said I'll handle combat calcs; even then, apparently Open Office stabbed me in the back and thinks K5:ZZ5 is not a valid reference. Whatever. Where there's a SUM(!#REFetc), it's supposed to be something like SUM over the rest of the line)Currently known units
- Suppose you have a sapper unit in a hex, and in a neighbouring hex there's a trap. It's not your turn, you have no units in that hex, so you don't know who's moving there. If the trap tells the sapper that it "wants" to explode, what do you do?
Waiting for your deliberation might tell the other side that something's fishy in that hex. So I suggest you leave me orders to cover for such eventualities, clear orders that do not depend on what might have triggered the trap. Orders like "don't detonate", "detonate always", "detonate on the second trigger in the turn" etc; you may give different orders for different traps, but remember they explode in increasing order of damage.
- You might want to give similar orders for when the enemy does enter the hex where you have your sapper too, but then you are allowed, of course, to include information about the triggering units in the orders ("detonate if no damage is wasted ie, the triggering stack has at least as much Hits as the trap might kill", for example).
- Healomancers negate damage dealt to a unit. You are free to give orders like "Healomancer, negate damage that is targeted at this unit", or a combination of several such orders ("heal this unit if it needs to, if there's left over healing apply it to this other unit" etc). In fact, I'd rather you do this before battle so as to avoid lack of fluency and arguments about whether the Healomancer was quick enough to save Commander RedShirt from Fluffy's jaws. If the Healomancer does not need to do any healing at all in order to comply with the order given, cool, they have not yet used their ability that turn and might do so in another battle.
Because of popular demand, here's a few extra notes about the scenario you'll be playing:ItemsYour scouts will see whether an item exists in a hex or not, but unless that item is claimed by a player side, they won't tell you what that item is. There's one exception to this- Gems are immediately identified as such.
To claim an item, a side needs to have a Commander unit in the same hex as the item, and ALL the units there must also belong to that side. Claiming starts upon ending turn, and if successful, that is nobody moved into the hex while that side is off-turn, the item will be given to the claiming side on the start of its next turn. (Usual TBf<> rule, in other words.)
Items are usually uniques. Gems are an exception, and there are a few more. Places where items appear are symmetric on the map, but that doesn't mean that the same item will be in the other hex, of course.
YMMV, but I'd rate the items as reasonably powerful. Two of them in particular.CrittersYou will see that critter stacks belong to factions of their own. These are "dumb" factions: they won't coordinate attacks on you, retreat from your forces etc. But if there are builders/sappers in a hex, they may build forts or lay mines respectively.
All critter factions start neutral to both Player Sides, and they'll let you be; you can even pass through their hexes unambushed. If a Side attacks a critter stack however, all critter stacks of the same faction become hostile to that side however. There's one possible exception-
- that will probably never happen, but just in case. If you move in a hex with a neutral, but not led, stack, you will be forced to fight. This will not make that stack's faction hostile to you however.
Your own unled stacks WILL attack neutral stacks, if they enter a hex with such: ambush if that hex was not scouted, willful attack if it was (and your units cannot willfully attack again that turn). This situation WILL turn the defending, neutral stack's faction against you.
Critter stacks are often a mere annoyance- except when guarding something like an item (which they will not let you claim) or a spawn point (likewise), when taking them out will take a bit more muscle than usual.
The strength of individual neutral units is not greater than that of your own units. No gargantuan monsters in there.
Some Commanders of neutral stacks have specials that you cannot choose for your own units. Most of these are joke specials, no in-game effect. Except about three, which you'd like to have available
The whole point of this is lost if you keep it a secret.