The Land of Shadow II
Mod
We will use Divide and Conquer V3 - Cold North mod for Third Age Total War. Credits to the russian hotseating community for some parts of their DaC HS Patch.
Map
Divide and Conquer Map
Factions
Gondor: Jaglenator
Rohan: Francisco22
vs
Mordor: Gamemaster
Isengard: Aexodus
Admin
Jadli
Rules
Map:
- No capturing any settlements beyond the red line (will be added to the map once we decide the factions)
General
- You may reload your turn as many times as you want
- Turns must be taken within 24 hours or 48 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.
- You must autoresolve all battles (manual battles disabled). However, you can fight manually the rebels/AI
- 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
- Players are not allowed to siege a settlement in order to prevent enemy units from retreating inside it
- 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 900+ men, 1200+ Isengrad orcs or 1500+ Mordor orcs, then spies may NOT open the gates anyway. 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 dunlendings (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