The Two Towers - Hotseat Campaign
Leader: joerock22
Admin: knight of meh
Description: This hotseat is designed as a fast-paced game for players who want to play Third Age: Total War more often. The only factions are Gondor, Rohan, Mordor and Isengard.
The Map
Factions
Gondor: Cheiftain Khuzaymah
Rohan: PandaChef
Mordor: Matto16
Isengard: joerock22
Rules
Administrative:
- Long campaign
- Manage all settlements
- M/M Difficulty
- Password
- Map Updates: every 10 turns or player preference
General
- You may reload your turn as many times as you want
- Turns must be taken within 24 hours. If you cannot play your turn, please make arrangements for subbing. Please send your ally your password so he can sub you in case of unexpected absence
- Please PM or VM the next player in line
Gameplay
- Good vs. Evil
- No Invasions
- No gifting settlements in danger of being captured
- Battles against other players must be auto-resolved. Battles against the AI can be fought
- Post screenshots of all battles against other players: deployment screen and results screen. I think this makes following a hotseat much more interesting. Note – you do not need to post screenshots for lopsided battles, i.e. 1,000 vs. 100, but please mention the battle in your post
- No assassinations or sabotage. This game should be about battles; agents should have a smaller role
- No surrounding armies with smaller stacks to deny a retreat. You are allowed to block bridges or river crossings
- Mercenary transport ships cannot attack other ships
- Units defeated by a player coming after you in the turn order may not move or attack on your subsequent turn
- Bribing is allowed
- Ships cannot enter or leave a blockaded port until the blockaded fleet withdraws
- Sallying from a city under siege is not allowed solely to deny the attacker the choice to sack or exterminate, or to lure him into a trap
- Players are only allowed to cross the Anduin at three points: 1) Osgiliath, 2) Cair Andros, and 3) Falls of Rauros. Players may also cross by ship at any point. The crossings at Pelargir and Barad Harn may not be used
- Players may not lure an ambushing army a tile further in order to bring the ambushing army in range of more of that player’s forces
- no heroic victories
Buildings
- No destroying any buildings if the city is at risk of capture
- No restrictions on exterminating cities: this is total war!
- On the turn you capture an enemy city, you are only allowed to destroy inns and cultural buildings
Spies
- Whether a spy may open the gates of a city depends on the size of the city garrison. If a city is defended by 900+ men, or 1500+ orcs, then spies may NOT open the gates. If a city is defended by fewer than this number, then spies may open the gates without restriction
- The purpose of this rule is to allow players to defend their cities without fear of losing their garrison due to spies. Its justification is that cities with more defenders have better surveillance and it would be harder for spies to operate. I also want to keep the rule simple, which is the reason for the hard limit. So basically if you defend a city with 6 full units worth of troops, you are safe from spies
- Spies may open the gates against the Rebels (AI) without restriction