63 coaches online • Server time: 23:04
* * * Did you know? The most valuable player is Thursdaynight Guitarclub with 96 MVPs.
Log in
Recent Forum Topics goto Post Cindy is back?goto Post Gnomes are trashgoto Post ramchop takes on the...
Group managers: Patrician
<b>Introduction and Setup</b>

This is a map campaign competition for 10 players. The object of the campaign is for a team to have the most controlled provinces by the end of ten rounds. There is also a prize for individual victory, for having the most provinces.

There are 5 players per team, headed up by a General. Nominations for team generals are allowed, with the general selected randomly between those nominated if there are more than 2.

Beginning randomly, each general takes turns selecting a player for their team, until there are no players left.

On a map, teams are placed on starting positions on their side of the map. The map contains 50 spaces in total, 4 controlled each controlled by one of the playing teams.

<b>Game turns</b>

Each turn, a team can opt to attack a hex adjacent to their hex, or to defend. A defend order allows a team to defend all hexes it controls and gives it a defensive bonus. Once all teams orders are in, the GM allocates games based on their movement.

The game that is played and the results of the outcome depends on who is being attacked, and whether that team is on defensive orders. If a player that is attacking is also attacked themselves, they can forgo their orders to defend their province, but do so without the usual bonus. If that player chooses not to defend their province, then the attacker has to overcome a local militia, put together by the citizens of the province!

In order to take a provinces with a defensive bonus, an attacker must win their game. If fighting an ad-hoc defence or a militia, the attacker must draw or win.

A losing attacker must retreat to its original hex while a losing defender may chose to retreat to one of its adjacent hexes. If a team is encircled and has no where to retreat, it may move to one of the closes patches of its team’s provinces.

<b>Team Defence rule</b>

If a team's controlled provinces meet up, then a team may defend all the team's provinces and not just its own.

If one player's provinces gets attacked more than once in a turn, and no adjacent team member is available to defend the province, then the second game (General's choice) is fought between the attacker and a ragtag group of Militia formed by the province's population. This will be an all-lino Human, all lino-Undead, Goblin or Halfling team.

<b>Map</b>

The following map will be used for the campaign.

http://img258.imageshack.us/img258/6517/swlbattle01.gif

Once teams are selected, random starting positions will be assigned. Note that all provinces will be controlled in initial games.

<b>Players</b>

1. Pjj
2. Barre
3. almic
4. GnW
5. Miyuso
6. Norksman
7. Erikekers
8.


<b>Militia</b>
a. Patrician
b. Luohghcra