[HS] Action on the Anduin - Harad and Rhun are victorious!
ACTION ON THE ANDUIN
Created by JWANT
Admin: JWANT
Map
Spoiler Alert, click show to read:
This is a free-for-all hotseat open to all players who can commit to be active. I will do my best to enforce turn play times.
Factions
Gondor: near death
Rohan: In trouble
Dale: Defeated
Silvan Elves: Defeated
Mordor: Available!
Rhun: Dragon.
Harad: Joerock22
Rules
Spoiler Alert, click show to read:
Administrative:
Long campaign
Manage all settlements
M Campaign, VH Battle Difficulty
General
You may reload your turn as many times as you want
Turns must be taken within 24 hours or 48 hours with notification. If you cannot play your turn, please make arrangements for subbing (preferably with your ally or with the Admin JWANT!)
Please PM or VM the next player in line
Territorial
Players cannot capture any settlement outside of the red line. Armies and navies are free to move anywhere.
Players are not allowed to capture Isengard. Dain's Halls and the former Dwarven lands in the east are available to be captured.
Gameplay
Not Good vs. Evil.
No Invasions
You may gift regions to another faction, but all units which appear as a result of the transfer must be disbanded immediately
No gifting settlements at risk of capture
No heroic victories
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 Assassins
No surrounding armies with smaller stacks to deny a retreat. You are allowed to block bridges or river crossings. No surrounding agents to kill them.
No mercenary transport ships
All crossings points of the Anduin are in play
Units defeated by a player coming after you in the turn order may not move or attack on your subsequent turn
Bribing is allowed
Sallying from a settlement under siege is not allowed if it results in the settlement falling to the besieging force immediately thereafter (on your turn)
You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces
Buildings
No destroying any buildings if the settlement is at risk of capture
Exterminating settlements is not allowed. You may sack or occupy
On the turn you capture an enemy settlement, you are only allowed to destroy inns and cultural buildings. This rule stays in effect until you have held a captured settlement for 3 turns
After you hold a captured settlement for 3 turns, buildings can be destroyed without restriction (provided the settlement is not at risk of capture)
Spies
Whether a spy may open the gates of a settlement depends on the size of the settlement’s garrison. If a settlement is defended by 720+ elves, 900+ men, or 1500+ orcs, then spies may NOT open the gates. If a settlement is defended by fewer than this number, then spies may open the gates without restriction
Note – Isengard must have 1500 soldiers in a settlement before it is safe from spies, even if some of those soldiers are dunlandings (men). This is because the standard unit size for Isengard is 250 across the board. Rhun, on the other hand, falls under the 900 man category because its standard unit size is 150
The purpose of this rule is to allow players to defend their settlement without fear of losing their garrison due to spies. Its justification is that a settlement with more defenders has 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 settlement with 6 full units worth of troops, you are safe from spies
Spies may open the gates against the Rebels (AI) without restriction
Rules are open to change based on a vote by a majority of players
Last edited by JWANT; January 14, 2016 at 07:53 PM.
I've changed this hotseat to being available to any active player. I'm still looking for 5 more players. Since I intend to follow this hotseat closely and enforce the turn time limit, I'd rather not participate.
I took Harad because they are weak in AR and there are new players in this game. I didn't want to take super-powered Mordor and take advantage of the new players. That wouldn't be very sporting, would it?