The lonely mountain is a high valued position, many wars have been fought to gain control over it. This time the combined forces of Rhûn and Mordor will try to take it from the Dwarves. The people of Dale will fight with their allies against this thread.
map
changes
Modor:
- Only has control over Dol Guldur and the Back gate.
- Witch-King moved to the Black Gate, but Grishnak is deleted.
- Some extra units at Dol Guldur
- Starting money and King's Purse lowered.
Dwarves:
- Lost their 2 Western settlements
- Thorin and Gimli arrived in the West with a small force.
There is no restriction on where you can move your armies/agents, however
If the map is not clear and you aren't sure that a certain settlement is in play or not, ask the admin
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 with notification. Admin will sub lightly. I will not skip, but I also will not spend a ton of time on your turn
Please PM or VM the next player in line
Gameplay
You are not allowed to attack any human opponent on turn 1, unless that player has already played his turn. Attacking includes starting a siege. There is no restriction on where you can move your armies/agents, however.
No Invasions
You must autoresolve all battles against other players. Battles against the AI (rebels) can be fought
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
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 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
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 King of Dawn; May 31, 2018 at 10:33 AM.
Mauthgor was an orc. Not a famous orc, or a high-ranking orc, or even an orc who was considered to be worth more than any of the other rabble. That would soon change. For he had ambition, something rare for one of his kind, most of whom merely wished to kill and eat, kill and eat, over and over again until they perished either at the hands of an enemy or one of their own kin. Mauthgor felt those desires as well, the irresistible hunger for warm flesh, dripping in the flood of freshly butchered foes… But burning even hotter inside of him was the longing for greatness, the brilliantly potent drive to prove himself, to rise above his fellow orcs. The rabble would cower at his name, and even the mighty Nazgul would show him the respect he deserved.
All in due time, of course. For now, he would fall in line with his fellow rabble, as they marched off to some destination which the higher-ups hadn’t seen fit to discuss with them. And then, when his opportunity came, he would take it without hesitation. In this time of war and turmoil, he was sure he would not have long to wait…
Setting were right, but for some reason it just didn't work. With Joe's .cfg file it does work, but we'll have to start again.
Now, you won't be able to run saves in the patched version and vise versa. So if you also play in the HS with the patched version, you'll need 2 data folders!