[Round 3] Semi-Final is ready

  1. King Athelstan
    King Athelstan


    The Grand Semi-Final!

    Round 3 is ready! This round has been prepared by General Dragon with the support of joerock (Give them a rep, will ya?), and will take place in a different world. A different Age. The Third Age, where orcs and men battle for supremacy. The Free Peoples of Eriador against the mighty host of the Orcs of Gundabad. Who shall win and advance to the final?
    The map:

    You may not go beyond the black border. Imladris may not be taken, but you are free to move through the territory that is on the left side of the rivers that run through Imladris.

    The rules generally follow the same format as they usually do, though to reflect the mod we're playing in the Third Age spy rule has been implemented, take a look below.
    Spoiler Alert, click show to read: 

    Rules

    General rules
    - Time to play your turn is 24h for each faction. The Admin may grant a 24h extension if needed.
    - There will be no skips/subs. If you are instantly late, or if you break the rules several times, you will be kicked from the HS and your opponent wins the match.
    - No exploits/bugs allowed. F.e. movement bug, naval attack spam, agent stomping, surrounding armies/navies to deny retreat, spies spreading plague.. etc
    - Exploiting AI factions is not allowed ( demanding money, regions or anything else to improve your position)
    - List of known bugs
    The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
    Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
    Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
    Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
    Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
    Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
    Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.
    - Everything is happening in the Iberian Peninsula, you are not allowed to place armies in other locations other than the peninsula, apart from Palma



    Military rules
    -No one turn peace (however you cannot attack or enter in the land of your opponent if he hasn't played his)
    - No Jihad or Crusades allowed.
    - All battles against players are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit must be visible if used to directly assault settlement.
    Battles against the AI may be fought manually
    - Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list.Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.
    - Heroic victories vs players aren't allowed, though they are against the AI
    - You are not allowed to post a defeat, though they are allowed against the AI
    - Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. Ports can be also blockaded by ground units - 2 full units per a ship in blockaded port.
    - You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
    -Not allowed to besiege a settlement/fort to deny its garrison participation in battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
    - Limit of 3 forts per region/per player, at least 4 units required to be stationed at each fort.
    - Each unit of siege equipment can be used just once in each turn to take settlement/fort.
    Ballistas and catapults may be used to assault anything


    Agent rules
    - 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, 720+ elves 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
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 50% chance to kill other agents, for enemy assassins just 30% is required.
    - Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.



    Settlement rules
    In order to Destroy any buildings you must have held control of the settlement for at least 3 turns.
    - You may not destroy a building if the settlement is under siege or an overwhelming enemy force is 1 turn away.
    - Not allowed to exterminate settlements


    We'll be using the Third Age mod with the Total Recruitment Patch 1.01, made by joerock and Dragon, specially optimized for this round. To install it you'll need a standard vanilla third age folder, then install this on top. .

    Here's a test save, the admin password for it is test if you want to snoop around and lay plans. Keep in mind that you'll be given a faction at random when we begin, so prepare for both if you so desire.

    I'm happy to answer any questions you may have, and we'll start in a few days, giving the participants time to ready themselves for this scenario.
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