JWANTS BALANCE PATCH 0.2 HOTSEAT 1 -Forces of Good are victorious!
JWANTS BALANCE PATCH 0.2 HOTSEAT 1
Created by JWANT
Admin: JWANT
Co-Admin: Adanedhel
Map
Spoiler Alert, click show to read:
This is a Good vs Evil hotseat. It is open to players with limited TATW hotseat experience or those who are interested in playing for fun who want to test the new hotseat balance patch. JWANTS BALANCE PATCH HOSTEAT 1 is designed for experienced players who want a competitive challenge. Players with no TATW hotseat experience are encouraged to show their interest in playing - should there be enough interest I will make a hotseat entirely for new players.
You may reload your turn as many times as you want
Turns must be taken within 48 hours or 72 hours with notification. If you cannot play your turn, please make arrangements for subbing (preferably with your teammate!)
Please PM or VM the next player in line
Gameplay
Good vs. Evil. Team victory.
No Invasions
You may gift regions to another faction, but you must disband all but one unit immediately. This unit is considered a free "home guard" unit and cannot leave the settlement under any circumstances. The home guard unit must also be disbanded within 3 turns.
No gifting settlements at risk of capture
No heroic victories unless it is impossible to achieve a different result (at least 5 reloads)
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 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. If all forces wishing to attack are within range of the ambushing army then it may be brought out of ambush and attacked with those 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
Re: JWANTS BALANCE PATCH 0.2 HOTSEAT 2 (for those with limited TATW experience or just want to play for fun)
If you are interested in playing please post which faction(s) you would be interested in playing. Some factions will be played by the same player, such as Gondor and Eriador.
Re: JWANTS BALANCE PATCH 0.2 HOTSEAT 2 (for those with limited TATW experience or just want to play for fun)
I really would love to play as dwarves, but it is already choose, so, I would love to join as isengard if possible. The requirements are? I'm currently with Divide and Conquer instaled, and I run my third age in steam, it's there a problem? and in hte end, I nevre played a hotseat campaing in my life, how does it work? u send the save file to the other players? o.0
I'm trying to gather interest so thank you to chose who have posted. Depending on interest I may reduce the number of factions but I won't decide for a few days at the very least.
Re: JWANTS BALANCE PATCH 0.2 HOTSEAT 2 (for those with limited TATW experience or just want to play for fun)
I'm very noob with hotseats, never played one, but I would love to play one... there is a lot of pleople who wants already... Jwant, there is a lot of people here already, any idea when we could start?
Re: JWANTS BALANCE PATCH 0.2 HOTSEAT 2 (for those with limited TATW experience or just want to play for fun)
I've made a small change to the list of players. I have sent out a PM to everyone to confirm they are still interested in playing before starting - just in case we need to adjust the factions included.
Re: JWANTS BALANCE PATCH 0.2 HOTSEAT 2 (for those with limited TATW experience or just want to play for fun)
I installed the patch, all files, and it worked fine, I looked at the new atk of the archers, very nice, probably will shred light armored units.
I'll play as isengard and I'm a little bit worried about rohan rush, but let's see how it goes.
What will be the rules?
We'll be able to fight rebels and AI factions on the field or only AR every battle? how will be agents rules? Assassins are allowed?
When do we start?