TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
TWC and Hotseat Gaming Staff present
THE SECOND ANNUAL
TAG TEAM TOURNAMENT CHAMPIONSHIP
This is the second edition of the TWC hotseat tag team tournament!
The first was a huge success, but we are going to take this one to a whole new level!
- Manage all settlements
- M/M Difficulty
- 21 turn limit
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 black (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
Gameplay
- No Invasions
- Losing both your capitals (as a team) means defeat.
- Losing both your factionleaders in battle means defeat.
- 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
1 Attachment(s)
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Dale begins!
(Please check if everything is correct)
If everybody would be so kind to sent me their password, would make subbing a lot easier.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Quote:
The eastern settlements that belonged to the Dwarves are in play
I'm confused now. So are these settlements in play or not? The map indicates they are out of bounds. And wasn't Dol Guldur supposed to be out of play?
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Quote:
Originally Posted by
Adanedhel
I'm confused now. So are these settlements in play or not? The map indicates they are out of bounds. And wasn't Dol Guldur supposed to be out of play?
No Dol Guldur is in.
As for the Dwarven settlements, that is a mistake, they aren't in.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Then I guess Fangorn also out of the question. Well nothing was lost for me.:laughter:
Sadly Dale doesn't get Erebor this time.
EDIT:
Team Rhun-Harad is up!
https://www.sendspace.com/file/ajll4d
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Quote:
Originally Posted by
Dux
- Losing both your capitals (as a team) means defeat.
Capitals are still allowed to be changed right? To give extra income and so that you can chose where new adoptions show up. If that's the case, then we can just change the capital once the enemy is close, and we should always be safe.Concerning the most probable way to win; By capturing most regions by the end of the 21st turn, what counts as a conquered settlement? Do a team go up 1 point by capturing rebel settlements? Do a team drop 1 point by losing a settlement? Do a team go up several points by repeatedly conquering the same settlement?
Thanks.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Quote:
Originally Posted by
Egyptian_Viking
Capitals are still allowed to be changed right? To give extra income and so that you can chose where new adoptions show up. If that's the case, then we can just change the capital once the enemy is close, and we should always be safe.Concerning the most probable way to win; By capturing most regions by the end of the 21st turn, what counts as a conquered settlement? Do a team go up 1 point by capturing rebel settlements? Do a team drop 1 point by losing a settlement? Do a team go up several points by repeatedly conquering the same settlement?
Thanks.
Winners are decided by regions conquered and battles won. Battles lost and regions lost will count as minus points. Factionleaders and capitals are significantly more points, both negative and positive. Usually it will be pretty clear who wins.
As for the capital, I am talking about the original capital.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
I think we need an extension, me and narsils haven't talked yet, probably because I've been offline the last few days, so I have no idea whose taking what.
I just sent him a message on steam, hopefully he'll play Rhun and I'll do Harad as I want, but if he doesn't by tomorrow I'll play both factions this turn.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
I got Rhun done, forgot to upload/send save.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
The Dream Team have played.
The Buffalo Bills are up https://drive.google.com/file/d/0B8B...ew?usp=sharing
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Team Mordor-Gondor have about 6h to play both their turns.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Yes they are almost late. I have notified them.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
I was awaiting Matto to play Mordor, but now it seems I will have to do both turns. Sorry about this. I will play them once I get home. Next turn should be up in a couple of hours.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Quote:
Originally Posted by
Egyptian_Viking
I was awaiting Matto to play Mordor, but now it seems I will have to do both turns. Sorry about this. I will play them once I get home. Next turn should be up in a couple of hours.
Aye, please play both turns. Dux is away for the weekend so I shall be keeping a close eye on this.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Ok so Team Dale - Rohan up: http://www.filedropper.com/tagt1dale2
Really sorry for being a bit late. Matto just disappeared without a word, and I had little time to play right now as well. I know I could have played better than this, but I really had to get the turns done as fast as possible.
As Joe said in the 2 vs 2: Some rebel forces are completely blocking Henneth Annun so I can't get out of there with my men. Can the admin move these rebels next turn? thanks.
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Rhun up: https://www.sendspace.com/file/yjj5hm
That very innocent village was captured without much resistance.:laughter:
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Great to see this moving.
To prevent these topics from overflowing you can all discuss this tag hotseat and the other tag hotseats in this topic: http://www.twcenter.net/forums/showt...rnament-tavern
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
Team Viking & Matto seem to lack some Matto atm. More Viking for you then :P
We took a town with an awful name:
Lake-men and Horselovers up: http://www.filedropper.com/tagt1dale3
Re: TWC Tag Team Tournament TATW Quarter Final 1 2v2v2
I also got;
"Alahu Umbar"
"Goat Brothel"
"Dubai Before 1995" <--- a village in the middle of the desert
"ISIL HQ"
"Qatar Construction Site"
That's just a few (I renamed them all) :P