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ur:turns [2016/11/01 23:48] marcs [Introduction] |
ur:turns [2016/12/24 15:58] (current) marceln [Strategic turn] |
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* May encompass siege during the turn | * May encompass siege during the turn | ||
* May encompass raids (strategic combat) | * May encompass raids (strategic combat) | ||
+ | * May encompass the firing of the Gnomish cannon | ||
* Tactical turns | * Tactical turns | ||
* Tactical turns are part of the upcoming strategic turn. | * Tactical turns are part of the upcoming strategic turn. | ||
* The first tactical turn you get your new magic energy (for the complete strategic turn). | * The first tactical turn you get your new magic energy (for the complete strategic turn). | ||
- | * The gnomisch team canon may fire only once during this strategic turn (which could be in this tactical turn). | + | * The Gnomisch cannon |
- | | + | |
- | * Army combat turn | + | |
The Prince of Darkness triggers tactical turns when he storms the city. | The Prince of Darkness triggers tactical turns when he storms the city. | ||
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==== Turns ==== | ==== Turns ==== | ||
- | ^ turn ^ start ^ description | + | ^ Turn ^ Start ^ Description |
| - | 09:30 | Reception and booking in || | | - | 09:30 | Reception and booking in || | ||
| - | 10:00 | Welcome & Briefing || | | - | 10:00 | Welcome & Briefing || | ||
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==== Strategic turn ==== | ==== Strategic turn ==== | ||
- | ^ phase ^ time | + | ^ Phase ^ Time |
- | | 1 | 0-8 | + | | 1 | 0-8 |
- | | 2 | 8-10 | magic | team table | Magic results are determined | | + | | 2 | 8-10 | Magic |
- | | 3 | 10-25 | diplomatic | + | | 3 | 10-14 | Raids (d) |
- | | 4 | + | | 4 |
+ | | 5 | 15-29 | Diplomacy | ||
- | (d): None combat players are busy with diplomatic missions | + | (d): Non combat players are busy with diplomatic missions |
(1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase. | (1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase. | ||
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==== Tactical turns ==== | ==== Tactical turns ==== | ||
- | ^ phase ^ time | + | ^ Phase ^ Time |
- | | 1 | 0-8 | + | | 1 | 0-8 |
- | | 2 | 8-10 | magic | + | | 2 | 8-10 | Magic | Team table | Magic results are determined | |
- | | 3 | 10-15 | Movement (d) | Map | Placement of stack markers | | + | | 3 | 10-15 | Movement (d) | Map | Placement of command |
- | | 4 | 15-20 | Combat 1 (d) | Combat table | | | + | | 4 | 15-20 | Combat 1 (d) | Combat table | | |
- | | 5 | 20-23 | Combat 2 (d) | Combat table | | | + | | 5 | 20-23 | Combat 2 (d) | Combat table | | |
- | | 6 | 23-26 | Combat 3 (d) | Combat table | | | + | | 6 | 23-26 | Combat 3 (d) | Combat table | | |
- | | 7 | 26-29 | Map cleanup | + | | 7 | 26-29 | Map cleanup |
=== Movement phase === | === Movement phase === | ||
- | The attacker places | + | The attacker places |
- | These tokens represent a stack of troops between 1 and 8 units. For 5 ore more troops | + | These tokens represent a stack of troops between 1 and 8 units. For 5 or more units a large stack token should be used. This represents the fact that the bigger troop density is visible from the walls. Every stack should also contain the name of the player |
The exact number of troops is still hidden from the defender. | The exact number of troops is still hidden from the defender. | ||
- | After that the defender places his commander | + | Next, the defender places his command/ |
- | Then the map umpires will point to a combat table where both players | + | The map umpires will then indicate to each pair of players intending combat |
- | In this area the attacker and defender will open there stacks and the 3 fighting rounds | + | In this area, attacker and defender will open their stacks and three fighting rounds |
== Reason for combat tables == | == Reason for combat tables == | ||
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* There is not enough space on the central map for 8 battles on 8 wall segments. | * There is not enough space on the central map for 8 battles on 8 wall segments. | ||
* The attacks on the wall segments are independent. | * The attacks on the wall segments are independent. | ||
- | * The decision to retreat or fight a other round shouldn' | + | * The decision to retreat or fight another |
=== Combat phase === | === Combat phase === | ||
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Each of the players may open his/her personal briefing. | Each of the players may open his/her personal briefing. | ||
- | The Black Prince(ss) holds his war council and receives a specific amount of money from game control. Based on this amount, the council must decide on the mixture of troops. The Dark Prince must pay his mercenaries for every turn during siege (We may assume that each turn will represent something like a full week as long as the siege is continuing). If the Black Council makes really foolish decisions, we can intervene by letting | + | The Black Prince(ss) holds his war council and receives a specific amount of money from game control. Based on this amount, the council must decide on the mixture of troops. The Dark Prince must pay his mercenaries for every week marching onto Urr and for every **strategic** |
In the city, a party is held for the newly elected council, which may then decide on tolls, trade, etc. One of the Temple Hermits gets a warning by dream. | In the city, a party is held for the newly elected council, which may then decide on tolls, trade, etc. One of the Temple Hermits gets a warning by dream. | ||
- | The Red Beards Commisjun confirms its representative on the city grand council. By convention, this is usually someone living in the city aka. the Chief Mason. They have heard some rumors and may decide their initial stance. | + | The Red Beards Commisjun confirms its representative on the city Grand Council. By convention, this is usually someone living in the city aka. the Chief Mason. They have heard some rumors and may decide their initial stance. |
The Long Beards receive a bitter briefing about the relation between the city and the Long Beards. They know about a secret tunnel between the Metal Mountains and the city. | The Long Beards receive a bitter briefing about the relation between the city and the Long Beards. They know about a secret tunnel between the Metal Mountains and the city. | ||
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The Gnomes keep themselves busy with repairing Steam Valves and other things. TBD. | The Gnomes keep themselves busy with repairing Steam Valves and other things. TBD. | ||
- | It is also a Festival time for the Free Folk, followed by their favourite pastime, raiding. During this and following turns, some raiders may also encounter early recon skirmishers of the Black Prince. Some time is also spent in the Council of the Free. | + | It is also a Festival time for the Free Folk, followed by their favourite pastime, raiding. During this and following turns, some raiders may also encounter early reconnaisance |
==== Turn 2 ==== | ==== Turn 2 ==== | ||
- | The siege starts. Troops of the Black prince take positions around the city and place the trebuchet(s) | + | The siege starts. Troops of the Black prince take positions around the city and place their own trebuchets |
- | The prince | + | The prince |
==== Turn 3 ==== | ==== Turn 3 ==== | ||
- | Standard | + | Standard |
- | Dwarven | + | The Longbeard |
==== Turns 4-7 ==== | ==== Turns 4-7 ==== |