Campaign at 3+ club

Discuss the Kings of War mass combat fantasy game from Mantic Games.

Re: Campaign at 3+ club

Postby DaImp » Mon Apr 11, 2016 3:14 pm

Please note these special territories (which I think everyone is aware of by now)

Special Territories (revealed when landed on):
Territories 12, 27, 30
Harbours - Any banner in a harbour territory may be put to sea. This will allow you to move your banner to any other map section that is attached to a harbour (Whiteport, Grimedich, Belkeep). Moving by sea takes 2 turns. Turn one you board and set out to sea (your banner will appear stationary at the harbour) then on turn 2 you nominate a territory to land at (which can be back at the territory you just left). Before you are able to land a D6 must be rolled. The landing goes ahead as normal on a 2-6 but a result of 1 means that storms have delayed your arrival and your banner must stay at sea this turn. You may try to land again next turn (roll the D6 again). Landing will end your turn. A battle must be fought if another banner occupies the territory when you land. This battle will be fought as if you had just made a forced march move.

Territories 18, 21, 28
Underground Portal - Any banner in an underground portal territory my travel magically. This will allow you to move your banner to any other map section that is attached to a underground portal (Finslay Witch Dell, Sadkis Mount). Moving by underground portal takes 2 turns. Turn one you travel into the portal and enter a magical realm (your banner will appear stationary at the entrance territory) then on turn 2 you nominate a territory to emerge at (which can be back at the territory you just left). Before you are able to emerge a D6 must be rolled. The journey goes ahead as normal on a 2-6 but a result of 1 means that magical warps have delayed your arrival and your banner must stay trapped in the magical realm this turn. You may try to emerge again next turn (roll the D6 again). Emerging will end your turn. A battle must be fought if another banner occupies the territory when you land. This battle will be fought as if you had just made a forced march move.
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Re: Campaign at 3+ club

Postby DaImp » Fri Apr 29, 2016 10:45 am

Battles fought in turn 7:

The Battle of Hedgewyn (Territory 16) victory to Mike (Banner 2) over Jonathan (Banner 2 - retreats to Territory 4 Dellbeach)

The Battle of Shadow marsh (Territory 5) victory to Charles (Banner 2) over Thomas (Capital lost)

The map after all battles have been fought in turn 7:
Image
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Re: Campaign at 3+ club

Postby DaImp » Thu May 05, 2016 9:51 am

Turn 8:
Image

Turn 8 moves:

The order of moves for this turn was (in player order): 6, 3, 1, 5, 2, 7, 4

(1) Jonathan:
Banner 1 - lands in 12
Banner 2 - Rests in 4 (points regained allocated)

(2) Charles:
Banner 1 - Forced March from 20 to 14
Banner 2 - Rests in 5

(3) Mike:
Banner 1 - Rests in 16 (points regained allocated)
Banner 2 - Destroyed

(4) Thomas:
Banner 1 - Rest in 18 (points regained allocated)
Banner 2 - Rest in 26 (points regained allocated)


(5) Henry:
Banner 1 - March from 1 to 9
Banner 2 - Rest in 6 (points regained allocated)

(6) Pete:
Banner 1 - March from 29 to 28
Banner 2 - March from 7 to 29

(7) Quintin:
Banner 1 - Forced march from 27 to 23
Banner 2 - Rests in 8 (points regained allocated)
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Re: Campaign at 3+ club

Postby Doc Rot » Thu May 05, 2016 10:38 am

Is there any way to get additional banners/replace destroyed ones?
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Re: Campaign at 3+ club

Postby DaImp » Thu May 05, 2016 12:02 pm

you need a Capital in order to regrow a destroyed banner.
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Re: Campaign at 3+ club

Postby DaImp » Tue May 10, 2016 11:14 am

Turn 9:
Image

Turn 9 moves:

The order of moves for this turn was (in player order): 5, 3, 7, 4, 1, 6, 2

(1) Jonathan:
Banner 1 - forced to hold in 12 (BATTLE!)
Banner 2 - forced to hold in 4 (BATTLE!)


(2) Charles:
Banner 1 - March from 14 to 3
Banner 2 - March from 5 to 22

(3) Mike:
Banner 1 - March from 16 to 4 (BATTLE!)
Banner 2 - Destroyed

(4) Thomas:
Banner 1 - March from 18 to 19
Banner 2 - Forced march from 26 to 21

(5) Henry:
Banner 1 - March from 9 to 12 (BATTLE!)
Banner 2 - Rest in 6 (BATTLE!)


(6) Pete:
Banner 1 - March from 28 to 26
Banner 2 - March from 29 to 28

(7) Quintin:
Banner 1 - March from 23 to 6 (BATTLE!)
Banner 2 - Rests in 8
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Re: Campaign at 3+ club

Postby Doc Rot » Tue May 10, 2016 12:56 pm

Is interest still high or is it waning?
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Re: Campaign at 3+ club

Postby DaImp » Tue May 10, 2016 3:09 pm

Still going strong :)
More players are picking up interest as well
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Re: Campaign at 3+ club

Postby DaImp » Tue May 24, 2016 10:17 am

Battles fought in turn 9:

The Battle of Dell Beach (Territory 4) draw between Jonathan (Banner 2) and Mike (Banner 2 - retreats back to Territory 16 Hedgewyn)

The Battle of Bell Keep (Territory 12) victory to Henry (Banner 1) over Jonathan (Banner 1 - retreats to 13 Territory Spithovel)

The battle of Greenmount (Territory 6) victory to Quintin ( Banner 1) over Henry (Banner 2 - banner destroyed)

The map after all battles have been fought in turn 9:
Image
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Re: Campaign at 3+ club

Postby Decaysa » Sat May 28, 2016 11:57 am

Any way a latecomer can join in ;p ? I'm thinking a mysterious force appearing out of a randomly determined mountain.. Or sum such reasonable storyline :)
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Re: Campaign at 3+ club

Postby DaImp » Fri Jun 03, 2016 3:41 pm

Turn 10
Image

Turn 10 moves:

The order of moves for this turn was (in player order): 5, 3, 1, 4, 6, 7, 2

(1) Jonathan:
Banner 1 - Forced to hold in 13 (BATTLE!)
Banner 2 - Rests in 4

(2) Charles:
Banner 1 - March from 14 to 3
Banner 2 - March from 5 to 22

(3) Mike:
Banner 1 - March from 16 to 4 (BATTLE!)
Banner 2 - Destroyed

(4) Thomas:
Banner 1 - March 21 to 20
Banner 2 - March from 19 to 15

(5) Henry:
Banner 1 - March from 12 to 11
Banner 2 - Reforms in 1

(6) Pete:
Banner 1 - Forced March from 26 to 23 (BATTLE!)
Banner 2 - Forced March from 28 to 32

(7) Quintin:
Banner 1 - March from 6 to 23 (BATTLE!)
Banner 2 - Rests in 8
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Re: Campaign at 3+ club

Postby DaImp » Fri Jun 03, 2016 3:45 pm

There have been reports of activity in the abandoned citadel of Northedge. The countryside has been scoured of resources and it seems an army my be emerging.
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Re: Campaign at 3+ club

Postby DaImp » Tue Jun 14, 2016 3:01 pm

Battles fought in turn 10:
The Battle of Dell Beach (Territory 4) victory to Mike (Banner 2) over Jonathan (Banner 2 - destroyed)

The Battle of Mooredge (Territory 23) victory to Pete (Banner 1) over Quintin (Banner 1 - retreats to Territory 6 Greenmont)

The map after all battles have been fought:
Image
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Re: Campaign at 3+ club

Postby DaImp » Fri Jul 01, 2016 11:00 am

Turn 11:
Image

Turn 11 moves:

The order of moves for this turn was (in player order): 5, 7, 2, 6, 4, 1, 3, 8

(1) Jonathan:
Banner 1 - Destroyed
Banner 2 - Forced march from 13 to 19

(2) Charles:
Banner 1 - Rests in 14
Banner 2 - March from 24 to 28

(3) Mike:
Banner 1 - Rests in 4
Banner 2 - Destroyed

(4) Thomas:
Banner 1 - March from 15 to 21
Banner 2 - Rests in 20

(5) Henry:
Banner 1 - March from 11 to 9
Banner 2 - Rests in 1

(6) Pete:
Banner 1 - March from 23 to 6 (BATTLE!)
Banner 2 - March from 32 to 8 (BATTLE!)

(7) Quintin:
Banner 1 - Rests in 6 (BATTLE!)
Banner 2 - Rests in 8 (BATTLE!)

(8) Louis:
Banner 1 - Forced march from 2 to 11
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Re: Campaign at 3+ club

Postby DaImp » Mon Jul 18, 2016 9:44 am

Battles fought in Turn 11:

The Battle of Greenmont (Territory 6) victory to Quintin (Banner 1) over Pete (Banner 1 - retreats to 23 Mooredge)

The Battle of Southdich (Territory 8) victory to Pete (Banner 2) over Quintin (Banner 2 Destroyed)

Turn 11 after all battles have been fought:

Image
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