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ur:team-pod:the_dark_empire_briefing [2018/01/14 21:11] daniel [Moving your forces to Urr] |
ur:team-pod:the_dark_empire_briefing [2018/01/22 17:29] (current) marcs [Available gold] |
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- | Worth mentioning. If the way the Dark Empire is run is anything to go by, infighting is not going to be discouraged in the principal council. Discreditting the plan of the current closest advisor to the prince, to be the next closest advisor to the prince | + | Worth mentioning. If the way the Dark Empire is run is anything to go by, infighting is not going to be discouraged in the principal council. Discreditting the plan of the current closest advisor to the prince, to be the next closest advisor to the prince, is almost traditional at this point. Even: Murder the other battle hardened general, to be the only real tactician |
===== Forces drawn from the standing army of the Dark Empire & feeding them ===== | ===== Forces drawn from the standing army of the Dark Empire & feeding them ===== | ||
The following forces are the core of the Dark Prince' | The following forces are the core of the Dark Prince' | ||
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* The Dark Prince has the final say, but he should really focus on the bigger picture than on the finer details of mercenary procurement. There is also the fact that the unique spells the prince has, work best early in the game, when most of the recruiting is going to happen. | * The Dark Prince has the final say, but he should really focus on the bigger picture than on the finer details of mercenary procurement. There is also the fact that the unique spells the prince has, work best early in the game, when most of the recruiting is going to happen. | ||
- | + | === Available Troops === | |
- | * 20x 100 mercenary soldiers (20 infantry units), these units can hired separately. | + | * 20x 100 mercenary soldiers (20 infantry units), these units can be hired separately. |
- | * 10x 100 mercenary bowmen (10 archer units), these units can hired separately. | + | * 10x 100 mercenary bowmen (10 archer units), these units can be hired separately. |
* an unending horde of Kobold Skirmishers (2 infantry units) These form a package deal. | * an unending horde of Kobold Skirmishers (2 infantry units) These form a package deal. | ||
* a lot of ogre berserkers, or you know 20 of them for those of us who can count. (1 infantry unit) | * a lot of ogre berserkers, or you know 20 of them for those of us who can count. (1 infantry unit) | ||
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* 200 Cannibal Halfling chefs (they function as a militia unit if pressed into the front ranks) These count as part of the baggage train. They work for 1 gold unit each week (up front) and don't expect a payout at the end of the game. Their real purpose is their power to generate 4 food tokens if they are allowed to prepare a unit worth of bodies. Those bodies cannot be animated, or sacrificed to Moloch thereafter. Halflings, Kobolds, Elves, Ogres and the baggage train have no qualms about using the food created by this unit, everybody else will rebel if they figure out what (or, rather who) they are eating. | * 200 Cannibal Halfling chefs (they function as a militia unit if pressed into the front ranks) These count as part of the baggage train. They work for 1 gold unit each week (up front) and don't expect a payout at the end of the game. Their real purpose is their power to generate 4 food tokens if they are allowed to prepare a unit worth of bodies. Those bodies cannot be animated, or sacrificed to Moloch thereafter. Halflings, Kobolds, Elves, Ogres and the baggage train have no qualms about using the food created by this unit, everybody else will rebel if they figure out what (or, rather who) they are eating. | ||
* Rumblebotty' | * Rumblebotty' | ||
- | * A team of Duergar Sappers. These demand full payment for the entire campaign upfront. That is 26 gold units, disappearing from the game immediately. From the turn Ur is surrounded they start to undermine a section of the outer wall. If not stopped they collapse the tunnel after 6 turns of digging, causing a breach in the wall. Afterwards they (try to) leave, whether they succeed or not. This unit can function as an engineers corps if needed. They count as a standard Dwarven infantry unit, (including Engineer Corps capabilities) if actually dragged into a fight. | + | * A team of Duergar Sappers. These demand full payment for the entire campaign upfront. That is 26 gold units, disappearing from the game immediately. From the turn Ur is surrounded they start to undermine a section of the outer wall. If not stopped they collapse the tunnel after 6 turns of digging, causing a breach in the wall. Afterwards they (try to) leave, whether they succeed or not. They count as a standard Dwarven infantry unit, (including Engineer Corps capabilities) if ordered to do something else. |
* A Disassembled statue of the god Moloch + attending priests, acolytes and dancers. It must be Reassembled before the walls of Urr and human/ | * A Disassembled statue of the god Moloch + attending priests, acolytes and dancers. It must be Reassembled before the walls of Urr and human/ | ||
+ | ==== Available food ==== | ||
+ | |||
+ | * There are 50 rations of soldier food available for a price of 1 gold token. | ||
+ | * There are 10 rations of quality food available for a price of 3 gold tokens. | ||
+ | |||
+ | ==== Available gold ==== | ||
+ | |||
+ | * Gold: 400 | ||
+ | * Treasure: 20 | ||
+ | |||
+ | The Treasures are personal belongings of the members of the principal council. Most members have the equivalent of 1 treasure. Messalina, the Mistress of Delight has several highly decorated chainmail bikinis (3 treasures). And the Chief Whip is the matron of the heavily decorated F.M.B.(containing 8 treasures). It is clear that these can't be sold under any circumstance, | ||
==== Moving your forces to Urr ==== | ==== Moving your forces to Urr ==== | ||
- | Turn 1: You have full use of your ritual Magic, bands of raiders and diplomats. | + | Turn 1: You have full use of your ritual Magic, bands of raiders and diplomats |
- | Turn 2: Your troops | + | Turn 2: Your armies |
Turn 3: Your troops have entered the valley and can surround Urr this turn. Supplies and local mercenaries can now join the invasion army. | Turn 3: Your troops have entered the valley and can surround Urr this turn. Supplies and local mercenaries can now join the invasion army. |