War of the Wizards [2vs2 HS] Good vs Evil [GOOD SIDE VICTORY]
Saruman betrayed the White Council. Gandalf will make him pay for that. He convinced the Free People of Eriador and Rohan to join his war against Saruman.
Saruman on the other hand tricked the Orcs of the Misty Mountains to fight for him.
map
changes
High Elves:
- Only have control over Imladris
- Starting money and King's purse lowered
- An extra unit at Imladris
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 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
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 joerock22; March 05, 2018 at 04:01 PM.
Yes! So happy to have another person interested in serving as an admin!
I would love to play as any faction, though initially I would volunteer for Isengard as they seem to have the most challenging starting position. If someone else wants Isengard that's fine though.
The sky grows dark. The winds, once flowing as a gentle breeze, now cut across the plains, chilling everything they touch. Ominous clouds form in the distance, and fear festers in men’s hearts.
The horse snorts softly, as though scolding its rider. The rider, snapped from his gloomy reverie, smiles wryly. He massages his steed’s neck, then places his forehead against the horse’s own, allowing his partner’s strength to become his own. How many times have they ridden into battle together? Perhaps this next campaign will be their last, or perhaps they will live to bask in the sun once more, when the world has at last been restored to peace.
Light may recede for a time, before the encroaching darkness. The grass may wither, the very land itself may perish beneath their feet. But death is fleeting. The grand miracle that is life will always return. And the remarkable bond between horse and rider, the great spirit of Rohan itself, will never be broken.
Arise! Arise, Riders of Rohan! Let the thunder of your hooves shake the ground, and drive the servants of evil back into the pits from whence they crawled. Forth, Eorlingas!
I've tried to load regular saves after starting Third Age with the patch by accident, and I get a CTD. I don't see how Potatoto could have loaded it with the patch in place. Maybe your data folder actually was set to regular?