| Mighty Empire's 2.0!!! | |
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+3Old Man I ate all your bees! Matt 7 posters |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Mighty Empire's 2.0!!! Mon 20 Sep 2010 - 13:41 | |
| I think its time we look at starting up the next Mighty Empire's campaign! I know my victory last time left you all devistated and heart broken but i think you have had enough time to lick your wounds and get ready for another bout. So... Post your interest here! Let us know what army you are thinking of playing. Lets flesh out any house rules we want to use! GOGOGOGOGOGO! - house rules from ME 1.0:
to start of with
750 points 1 hero choice (general) 2+ core choices no special or rare unit choices no magic item no magic casters
the hero must remain the same from game to game, as he will get xp and improvements. the rest of your army can change from game to game, with in the normal restrictions of how many special/rare unit choices you have, and obviously with in 750 points.
that said, to start of with each player can choose 1 'warband upgrade' from the following list 1 additional hero choice 1 special unit choice 25 points worth of magic items for your general your 1 hero choice can be a level 1 wizard.
these and more 'warband upgrades' can be obtained as the campaign is played out.
more explained later tonight.
New events
the existing ones fools gold building boom disaster all or nothing scouts diplomacy land grab elite army
the new ones, atm Efficient revenue You may reroll any of your revenue dice once this turn.
Ambush Reduce your opponent’s max special or rare choices by 1. You choose which.
that takes the total to ten, which is enough to elliminate doubles. any more ideas?
Workers' Strike Make someone's next tile cost one more empire point than usual (like the opposite of building boom)
Arcane Tomfoolery Take one extra spell [no extra dice, just an extra spell]
Nobody Calls Me Chicken! Earn yourself the right to refuse a challenge this round [your would-be challenger must then challenge someone else, one use only]
Pushing In Issue your challenge first, regardless of your initiative order.
The General Generals Injuries If a general dies as a result of a challenge, roll on the following table Hero’s injury table 2D6 injury 2 Dead (start again) 3-4 Lasting Injury* 5-11 Full recovery 12 +1 experience point *roll on lasting injury table
Lasting injury table 2D6 2 -1 Wounds 3-4 -1 Toughness 5-6 -1 BS 7 -1 Initiative 8-9 -1 WS 10-11 -1 Strength 12 -1 Attacks
Generals XP The General chosen at the start of the campaign can earn experience and can use this XP gain new traits and stat increases as the campaign progresses. The Generals will earn experience points equal to the amount of Empire Points won by the player. Unlike Empire Points, the General’s experience points are retained not lost at the end of each campaign turn. Points can be spent during the Conquest phase to gain new traits and stat increases.
General’s Traits Increased stats (per 1 point increase) Stat WS BS S T W I A Ld Cost per increase 4 4 8 8 10 4 8 4 Max number of increases 2 2 1 1 1 2 1 2(max 10)
The following traits can affect the whole war band 4 decisive +1 when rolling for first turn 4 strategic Redeploy 1 unit after all units have been deployed 8 scouts Deploy 1 unit extra 4 inches forward 12 mobility 1 unit per game has its movement increased by 1 10 presence extend the distance in which a unit can use generals Ld to 16 inches 12 luck fate Reroll any one dice, once per battle 4 calm headed Reroll any 1 failed leadership based test once per game 4 engineer Reroll a misfire dice once per game 4 Accountant Reroll 1 revenue dice per campaign turn. 4 motivated +1 to campaign initiative rolls.
The following abilities only affect the general 10 hard cunt +1 to generals armor saves 8 sure strike Reroll any/all generals rolls to hit for 1 combat phase per game 8 tough guy Reroll any/all generals save rolls for 1 combat phase per game 6 notoriety Cause fear 8 kill rage Immune to psychology 10 Killing blow 12 always strikes first 10 Stubborn 3 jaded Hatred, choose 1 race
Revenue Phase A player can build or capture mines through out the campaign. A player can never have more than 3 mines after he has done his ‘expand empire’. If a player has more that 4 at this point he must remove 1 of his mines from the map.
River Tiles 2d6 x 5 gold Favoured Tiles 2d6 x 5 gold, a roll of double 6 depletes the resources and the mine is removed. Non-favoured Tiles 1d6 x 5 gold, a roll of 1 depletes the resources and the mine is removed. Capitol Tile Your capitol always generates 1d6 x 5 gold.
Spending revenue The following upgrades can be purchased with gold pieces (gp).
Special unit barracks Gives warband the ability to take one special unit. Additional special units require additional special unit barracks to a maximum of two. This allows the ability only, and does not increase the size of the army to accommodate said special unit. COST: 50gp each
Rare unit barracks Gives warband the ability to take one rare unit. This allows the ability only, and does not increase the size of the army to accommodate said rare unit. COST: 75gp, requires at least 1 special unit barracks
Elite training Gives warband the ability to take one less core unit. Requires 2 special unit barracks, rare unit barracks, hero’s quarters, and upgraded arcane armory. COST: 100gp
Hero’s quarters Gives the warband the ability to take one extra hero. Upgrade for a 3rd hero COST: 50gp UPGRADE: 100gp
Wizard’s Tower Gives the warband the ability to take a first-level wizard as dictated by the Hero slots available. The Wizard’s Tower can be upgraded to allow this wizard to be second level. - Level 1 wizards - Level 2 wizards COST: 50gp UPGRADE: 100gp
Arcane Armory Gives the warband the ability to take magic items of varying value depending on its level. - Level 1 – 25 points of magic items and a single magic standard worth up to 25 points - Level 2 – 50 points of magic items and a single magic standard worth up to 50 points COST: 50gp UPGRADE: 100gp
Last edited by Matt on Mon 20 Sep 2010 - 14:08; edited 3 times in total | |
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I ate all your bees! Newbie
Posts : 50 Join date : 2010-01-09
| Subject: Re: Mighty Empire's 2.0!!! Mon 20 Sep 2010 - 13:50 | |
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Old Man Newbie
Posts : 50 Join date : 2010-04-29
| Subject: Re: Mighty Empire's 2.0!!! Tue 21 Sep 2010 - 6:51 | |
| I'm in, will be interesting under new rules | |
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Abominable Walrus Newbie
Posts : 16 Join date : 2010-01-09
| Subject: Re: Mighty Empire's 2.0!!! Tue 21 Sep 2010 - 14:44 | |
| Well i have some orcs and goblins in a box somewhere I could bust out or maybe swap with someone if they want to play something different for a while.
The only other issue that springs to mind is that there is potentionaly two other players. One high elves and the other worriors of chaos. They probably have enough models each but not assembled or painted and I don't think they can even play... and... their names are Jono and Vicki... It is my opinion that the number of people we had last time was geed if even a little too many. Maybe we could play in teams?
Walrus out. | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Tue 21 Sep 2010 - 17:38 | |
| i Think we should have a set amount of map tiles per player.
I was thinking like 6 or so, that way there would probably be a lot more fighting over land then last time. | |
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Guest Guest
| Subject: Re: Mighty Empire's 2.0!!! Tue 21 Sep 2010 - 23:39 | |
| Well i have my high elves again... (cosidering thats the army i only have!) Count me if you want yet another high elf army, if theres more than 2 high elf armies (which most likely there will be) ill just sit out and help with the logistics. Cheers |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Wed 22 Sep 2010 - 4:39 | |
| im interested. would like to give my new wood elves a run. | |
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gaz Forum Douche'
Posts : 261 Join date : 2010-01-08 Location : small wet rock
| Subject: Re: Mighty Empire's 2.0!!! Wed 22 Sep 2010 - 21:38 | |
| i'm keen also
given the number of people who will want to play we should have teams. it also allows for people who have limited availability.
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Deanskiz Loves the cock
Posts : 398 Join date : 2010-01-09
| Subject: Re: Mighty Empire's 2.0!!! Wed 22 Sep 2010 - 22:57 | |
| Mmmm all you guys know how I'd feel about this ME2!!!
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Sun 26 Sep 2010 - 10:50 | |
| Ok I think we should definatly scrap these rules from the last time. - Spoiler:
Spending revenue The following upgrades can be purchased with gold pieces (gp).
Special unit barracks Gives warband the ability to take one special unit. Additional special units require additional special unit barracks to a maximum of two. This allows the ability only, and does not increase the size of the army to accommodate said special unit. COST: 50gp each
Rare unit barracks Gives warband the ability to take one rare unit. This allows the ability only, and does not increase the size of the army to accommodate said rare unit. COST: 75gp, requires at least 1 special unit barracks
Elite training Gives warband the ability to take one less core unit. Requires 2 special unit barracks, rare unit barracks, hero’s quarters, and upgraded arcane armory. COST: 100gp
Hero’s quarters Gives the warband the ability to take one extra hero. Upgrade for a 3rd hero COST: 50gp UPGRADE: 100gp
Wizard’s Tower Gives the warband the ability to take a first-level wizard as dictated by the Hero slots available. The Wizard’s Tower can be upgraded to allow this wizard to be second level. - Level 1 wizards - Level 2 wizards COST: 50gp UPGRADE: 100gp
Arcane Armory Gives the warband the ability to take magic items of varying value depending on its level. - Level 1 – 25 points of magic items and a single magic standard worth up to 25 points - Level 2 – 50 points of magic items and a single magic standard worth up to 50 points COST: 50gp UPGRADE: 100gp
I find that all tho an interesting idea they had massive affects on some army's power level and lesser affect on others. I all so am not a fan of the having 1 set general and leveling him up like last time but i am interested to hear what everybody thinks. I dont think there will be so many players that we need to play in teams as long as we dont try to play every week like we were last time. Ok guys keep putting your thoughts up here. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Sun 26 Sep 2010 - 16:41 | |
| so if there is no upgrades to be purchased to give you special and rare units, does this mean you can start with them? are we limited to the normal force organisation chart? If these units are not available to start with, what instead will be used to make them available? I am not trying to suggest whether these rules should be used or not, just some questions that came to mind when reading your post matt. | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Sun 26 Sep 2010 - 17:39 | |
| - HappyNoodleBoy wrote:
- does this mean you can start with them? are we limited to the normal force organisation chart?
Yeah normal force organisation chart. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Mon 27 Sep 2010 - 23:15 | |
| awesome. still 750pts though? i just want to know, because i havent played wood elves yet, i would like to have play around with some list ideas. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Mon 27 Sep 2010 - 23:27 | |
| another question. do people care if my army is not finished being painted by the time we start? i havent started painting yet, just been assembling, and i paint REAL slow. | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Tue 28 Sep 2010 - 8:34 | |
| - HappyNoodleBoy wrote:
- another question. do people care if my army is not finished being painted by the time we start? i havent started painting yet, just been assembling, and i paint REAL slow.
All wood elf armies must be fully painted before start of ME.2 to be considered for play. And points per game TBC. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Tue 28 Sep 2010 - 16:11 | |
| - Matt wrote:
- All wood elf armies must be fully painted before start of ME.2 to be considered for play.
so its just wood elves that need to be painted? so if i switch to ogres it doesn't? :p | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Tue 28 Sep 2010 - 18:51 | |
| - HappyNoodleBoy wrote:
- Matt wrote:
- All wood elf armies must be fully painted before start of ME.2 to be considered for play.
so its just wood elves that need to be painted? so if i switch to ogres it doesn't? :p no ogers as well | |
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Guest Guest
| Subject: Re: Mighty Empire's 2.0!!! Tue 28 Sep 2010 - 23:14 | |
| when do you plan to kick this event off harry? |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Wed 29 Sep 2010 - 3:11 | |
| I guess I had better get painting then. will just have to work out my list early, so i can just paint those units for now. | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Wed 29 Sep 2010 - 9:15 | |
| - Castigo wrote:
- when do you plan to kick this event off harry?
Well at the moment im just trying to gauge intrest and sort out the house rules for it, i will probably wait till the weather improves some what before trying to get things underway. And Ryan i am just fucking with you. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Wed 29 Sep 2010 - 14:38 | |
| i thought so... well hoped so :p | |
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Abominable Walrus Newbie
Posts : 16 Join date : 2010-01-09
| Subject: Re: Mighty Empire's 2.0!!! Thu 7 Oct 2010 - 17:25 | |
| well i can tell you now that my orks and gobblins will not be painted... | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Sun 17 Oct 2010 - 18:19 | |
| any new info yet matty? im keen to kill some wood elves | |
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Matt Power house!
Posts : 2877 Join date : 2010-01-05
| Subject: Re: Mighty Empire's 2.0!!! Sun 17 Oct 2010 - 19:20 | |
| Theoreticaly i would like to start soon but realisticly we are coming up to end of year madness and im not sure i will have the time oversee it.
So unless sombody else wants to pick the ball before then i will probably leave of it till the start of next year. | |
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HappyNoodleBoy +1 Cammando!
Posts : 934 Join date : 2010-04-29 Location : Over there
| Subject: Re: Mighty Empire's 2.0!!! Mon 18 Oct 2010 - 16:58 | |
| i would be willing to assist with running, of course as this would be my first mighty empires, i would maybe not be the best person to run it by myself. | |
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