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ur:invasion

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The invasion forces

The invasion forces (about 10000 in total) consist for a large part of mercenaries. The leader of these forces, the so-called Prince of Darkness therefore has limited time to conquer the city of Urr. His principal council consists of the following members:

  • High lord of Magic and High Priest
  • the Grand Necromancer, Leader of the Undead
  • the Bretwalda Recruiter&Treasurer
  • the Bretwalda of Equipment
  • the Chief Whip, Master of Animals
  • the Chieftain of the Living Forces

The responsibilities of these positions are vague by design.

How the invasion force perceives the other factions

  • The Gnomish Confederacy, this is a small collection of outcast dwarven clans that have taken refuge under a volcano. They apparently survive by making music boxes and cuckoo clocks. They are utterly insignificant.
  • The Redbeards, the economy of this princedom runs on making cheap, decent quality goods in bulk. They are a good source of mercenaries and they have a foothold in Ur, opening the door to some juicy betrayal. There is a rumour about them having a secret passage into the city. Try to get them on our side.
  • The Longbeards, this is a proper Dwarven kingdom. They mine gems and precious metals and produce small quantities of very high quality goods. They are ofcourse very proper, stiff and stubborn. And yes there is a prophecy about their army being undefeatable if fighting for a righteous cause. They are a good source of mercenaries and are the proud owners of the finest siege engine in the world. There is a rumour about them having a secret passage into the city. Try to get them on our side. Or maybe we are lokking at this the wrong way. They are rumoured to be obscenely rich, maybe it is not Urr that should be put under siege.
  • The Free City of Urr, a minor city state republic that earns a lot of money by levying tolls on the trade going through it. We want to conquer it to extend our border to the nearby mountain range and add the toll to our tax base. They have a free citizenry that needs to be brought to their knees before the Dark Emperor on general principle. Urr is only lightly defended and should be easy pickings. Do however keep in mind their militia will have some magical support.
  • The local Ork clans, They mostly eke out a living on the local hills, but a bunch of them have giving up their traditional ways to work as street sweepers and rat catchers in Urr. They are a good source of mercenaries and have a foothold in Ur, opening the door to some juicy betrayal. Try to get them on our side.
  • The Elfs, they know we are coming and they'll be there, pretending to give some token support to Ur. Try to politely minimize their influence.

Forces of the Prince of Darkness
The Prince of Darkness has 12 units that are absolutely loyal to him. First there is the Imperial Guard:

  • 8 Heavy Infantry (Combat 3, 16 steps in total)
  • 2 Archer units (Combat 1, Missile success on 4-6)

Apart from these, he has 1 private troop of adventurers and 1 private dragon. If the city of Ur(r) is captured during the game, these forces will remain as occupation force,

Furthermore, he has hired 40 Light Infantery mercenary units (Combat 2, 80 steps), who will leave after the last game turn. Outside the city, there are 5 graveyards (each containing roughly 400 graves), people from in and aroung Ur(r) are resting in peace. By using resurrection spells, he (or rather his Grand Necromancer) can either raise 4 Zombie Light Infantry units (Combat 2, 4 steps) or raise one Colossus unit per graveyard.

ur/invasion.1481553299.txt.gz ยท Last modified: 2016/12/12 14:34 by daniel