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Thread: Young Bloods VI - Postponed

  1. #1
    JWANT's Avatar Senator
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    Default Young Bloods VI - Postponed

    Young Bloods VI

    Co-Admins: joerock22 & JWANT

    Due to the recent interest shown by new players in TATW hotseating, Joerock and I decided to start up a new Young Bloods game. This is for players who are new or relatively new to TATW hotseating, and preferably hotseating in general. This will be a Free-for-all hotseat where diplomacy will be vital to winning. All factions will start neutral and it will be up to players to decide if they want to maintain starting relations (Rohan & Gondor alliance, for example) or to carve their own path to victory. If you are interested in playing, please post your preferred faction and I will do my best to accommodate everyone.


    Map

    Spoiler Alert, click show to read: 

    Factions

    Gondor: Egyptian_Viking
    Rohan:
    Dale:
    Silvan Elves: Seagullman
    Mordor:
    Rhun:

    Rules

    Taken from YBIV

    Spoiler Alert, click show to read: 


    Administrative:


    • Long campaign
    • Manage all settlements
    • M/M Difficulty



    General


    • You may reload your turn as many times as you want
    • Turns must be taken within 24 hours. Extensions available upon request, but please try not to be late every time
    • Please PM or VM the next player in line



    Territorial


    • Players cannot capture any settlement outlined in red (i.e. out of bounds area). There is no restriction on where armies and agents can move. So armies and agents can move into out of bounds areas, but may not capture any settlements there
    • The eastern settlements that belonged to the Dwarves are in play but Barad Harn and the Isengard lands are not. See the map.



    Gameplay
    • No Invasions
    • You may gift regions to another faction, but all units except one 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 assassinations or sabotage. You may recruit assassins to act as (expensive) extra spies, but you may not use them for anything else
    • No surrounding armies with smaller stacks to deny a retreat. You are allowed to block bridges or river crossings
    • 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
    • The previous rule includes sieges – if defeated units retreat to a settlement and the enemy immediately lays siege, the defending army may not sally out on the turn immediately after the defeat, even if there are units inside the settlement which were not defeated. This is because the game engine prevents the sally where the defeated army comes later in the turn order
    • 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
    • You are not allowed to siege a settlement for the sole purpose of denying a retreat into that settlement. You must instead allow the retreat and then siege the settlement
    • You may use siege engines (ballista, catapult, etc.) to attack a settlement immediately instead of sieging for a turn first



    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 settlement 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 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; May 04, 2015 at 05:52 PM.

  2. #2
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI

    This hotseat will be run at the same time as YB V with identical set up but different players. I am curious to see how it will play out differently. If you are interested in playing, feel free to claim an open spot.

  3. #3
    Narsils_Shards's Avatar Campidoctor
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    Default Re: Young Bloods VI

    Save me a spot in this. I'll take the last faction left after they're taken.

  4. #4
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI

    Quote Originally Posted by Narsils_Shards View Post
    Save me a spot in this. I'll take the last faction left after they're taken.
    Done

  5. #5
    Adanedhel's Avatar Campidoctor
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    Default Re: Young Bloods VI

    I'll also join if there are some open spots in the end.

  6. #6
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI

    That leaves 2 spots available with 4 factions to choose from

  7. #7
    Seagullman's Avatar Semisalis
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    Default Re: Young Bloods VI

    Any status when we are about to start?

  8. #8
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI

    Looking for more players. 2 spots left

  9. #9
    Adanedhel's Avatar Campidoctor
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    Default Re: Young Bloods VI - Looking for 2 more players!

    I'm wondering if there would be more interest in this HS if we changed it from FFA to something else like GvE or a different, team-based game like your HS JWANT (teams of 3) or War in the North with Eriador, Orcs, etc. in play.

  10. #10
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by Adanedhel View Post
    I'm wondering if there would be more interest in this HS if we changed it from FFA to something else like GvE or a different, team-based game like your HS JWANT (teams of 3) or War in the North with Eriador, Orcs, etc. in play.
    The format is flexible. I'd prefer to make it for Youngbloods but if there isn't enough interest then it can be opened up to other players. I'll give it another day or so while I give it some thought. We've got at least 4 players.

  11. #11
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Looking for 2 more players!

    I've got an idea I am working on for this hotseat - so if we don't find 2 more Young Bloods, I will convert this hotseat to a new one. I just need some time to experiment with the game files.

  12. #12

    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by JWANT View Post
    I've got an idea I am working on for this hotseat - so if we don't find 2 more Young Bloods, I will convert this hotseat to a new one. I just need some time to experiment with the game files.
    Do it bro. Should be interesting.

  13. #13
    MrYhogurt's Avatar Laetus
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Hey Guys,
    I would like to join your hotseat, but i'm not sure, wheter there is a problem with the save data, cause i got the german patch.

  14. #14
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by MrYhogurt View Post
    Hey Guys,
    I would like to join your hotseat, but i'm not sure, wheter there is a problem with the save data, cause i got the german patch.
    Welcome to the forums! I sent you a visitor message with an old saved game you can download and test out. Hopefully it works.

  15. #15
    Adanedhel's Avatar Campidoctor
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    Default Re: Young Bloods VI - Looking for 2 more players!

    What was your idea for the HS, JWANT? I'm curious.

    Still working on it. Should find out if it works tomorrow. Until then it shall remain a mystery.

    I will say that it is an (almost) all-factions hotseat
    Last edited by Adanedhel; April 25, 2015 at 01:31 PM.

  16. #16
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by Adanedhel View Post
    What was your idea for the HS, JWANT? I'm curious.
    Still working on it. Should find out if it works tomorrow. Until then it shall remain a mystery.

    I will say that it is an (almost) all-factions hotseat

  17. #17
    MrYhogurt's Avatar Laetus
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by JWANT View Post
    Welcome to the forums! I sent you a visitor message with an old saved game you can download and test out. Hopefully it works.
    Well, it doesn't work :/ Do you even got the MOS Submod?

  18. #18

    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by MrYhogurt View Post
    Well, it doesn't work :/ Do you even got the MOS Submod?
    We do not play with the MOS submod here. No Hotseat uses it atm.

  19. #19
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Looking for 2 more players!

    Quote Originally Posted by Egyptian_Viking View Post
    We do not play with the MOS submod here. No Hotseat uses it atm.
    Correct. MOS has issues with hotseat games. Too many creative scripts.

  20. #20
    JWANT's Avatar Senator
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    Default Re: Young Bloods VI - Postponed

    This hotseat will be postponed indefinitely.

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