Author Topic: Blood in the Badlands  (Read 3387 times)

Vermillion

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Blood in the Badlands
« on: January 22, 2012, 11:50:34 PM »
This post is for players in the Abington Blood in the Badlands campaign who don't have access to the facebook group. I will repost some of the rules excepts to make it easier to follow as well as the map images. I'll also be posting the lord choice breakdowns for the players who are posting on the facebook group instead as well as details about the End of Season Scenarios as they come up. If you're involved in the campaign (or just have questions) then you can post any relevant information here or PM it to me to be included in the campaign including terrain bids, lord choice breakdowns and your army movements and actions for each turn. Each week on sunday I'll post the new map with each players terrain highlighted.

I do need terrain bids for all active players by this wednesday so I can post the starting terrain images (refer to the crib sheet below for more information) and first turn army placements, moves, challenges, building attempts ect. before this coming saturday. The map will be updated on sunday and I'll let you know any compulsory challenges that need to happen for your armies if they supersede any challenges you made (again, see below the crib sheet below).

One last thing: you also need one ally and enemy before we start. So I'll need them before sunday of this week (the 29th). A lot of enemies and alliances are already forming.

Current Players:
Paul Wyatt (me)
Moonie
Cookie
Jay Walker
Kevin Nolan
Slandy
Capone
Joe Phillips
Rich
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Vermillion

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Re: Blood in the Badlands
« Reply #1 on: January 22, 2012, 11:51:31 PM »
Everything you need to know about the campaign condensed into one page.

Copies of the Blood in the Badlands, Storm of Magic and the Warhammer Fantasy rulebook will be at Battlegrounds in Abington for use of players involved in the Campaign.

 

Before you start you need to:

 

Declare what army book you will be using and what color you want to be represented by on the board.

 

Create three lord choices for your three armies, they need to be:

Non-unique, non-named generic lord choices

625 points or less

You need to name them (yes, you really do need to name them).

 

Put in a Bid for terrain, which works like this:

You have 5 points to bid and you must put in at least 3 bids.

You can bid zero points on a piece of terrain.

Ties for bids are resolved by roll off.

Bids should look like this:

B7, 3 Points, for Iron Rock

E3, 2 Points, Next to Storm Henge

J6, 0 Points, Location

Whichever Bid you win will buy you that tile (or close enough to fulfill your reason for bidding) and the 6 tiles surrounding.

 

Place Buildings:

Each Player gets 1 Capital (+2 to fortification save, games here are siege), 1 Fortress (+1 fortification save, games here are siege) and 1 goldmine (gives a roll before each turn to gain additional points, relics or magic items, can collapse).

Unless told otherwise or a blocking special campaign tile I will place the capital in the center of the claimed terrain, the Fortress and Goldmine adjacent on a random board edge (facing no other player if possible).

 

Before each season you need to:

Place armies inside your Empire and put in your first turn moves. First turn moves should look like this:

(Generals Name) starts at C3, moves toward E5 to declare a challenge, If I don't get all the way to E5 don't move and build fortress instead.

To sum up: Which army, starting on which tile, is moving to where, to do what, and if you can't what else will it do.

 

Consult Season Rules:

Spring: Lore of life castings add +1 to casting total. Any dangerous terrain tests are failed on a 1 or 2.

Summer: Armies that are scattered are instead placed inside friendly empire.

Autumn: Any Storm of Magic game played grants both players a Relic, Any storm of Magic game played adjacent to or on the same tile as the Flying Fastness grants 2 relics instead of 1.

Winter: Roll a D6 at the start of each battle. On a 1-2 a blizzard sweeps over the battlefield and the maximum visibility is reduced to 24"

 

At the End of each season you need to:

Exchange captured characters to their owners for 1 Relic or Sacrifice them with Stormhenge (if owned) for D3 relics.

 

Put in your availability for the End of Season Scenario. (Do this early to make sure you'll get to participate, as just showing up grants you D3 Relics and winning grants free unique Magic Items and campaign tiles).

 

Turns work like this:

You should try to submit your turns for the following week as early as possible. An example of what your turns submissions should look like is up under "Before each season you need to:" and be sure to submit your movements for all 3 armies. 1 army MUST stay inside your empire though.

 

1. I will move the Flying Fastness in a random direction D6 tiles.

2. Starting with the Smallest Empire and going to the Largest, each player gets a Random Event. (This will be rolled by me, and I will try to have someone around to verify it). If you don't like the roll you get and you have a wizards tower, just reply to the post that you are using your wizards tower and what the new result is.

3. Armies will be moved D3 according to the turn submissions received. If a player doesn't submit their armies will stay still.

4. Declare War (Challenges). When you submitted your movements you should also have submitted your one challenge (you can receive one and declare one in a turn, if you have received one you're not require to declare one). However you may be required to declare a different challenge if one of the following has occured:

 

Your army is in the same tile as another non-allied army.

If another non-allied army is in your empire.

If your army is in another non-allied players empire.

 

Otherwise you can challenge anyone your ally could challenge. If you have more than one army in the same tile as another or a game involving two armies in the same tiles was not played the following happens:

Roll a D6, if it's a 1 your army is scattered (removed for the season), on a 2-3 your army lost and was pushed back a tile, 4-5 the opposing army lost and was pushed back a tile and on a 6 the opposing army is scattered (removed for the season).

5. Roll for Mines, make sure to do this with another player watching to verify. You can do this before a game each week. If you don't have a game but want to roll anyway then let me know and I'll make sure to do it in front of another play or BG staff member so they can verify. Consult the "Blood in the Badlands" Book on page 20 to find out what you rolled.

6. Fight Battles: This is where you actually play a game. Games can be any point value mutually agreed on. 2500 if no agreement can be reached or the maximum one player can field if they can't reach 2500. Roll a D6 before the game begins, on a 6 it is a storm of Magic game in addition to whatever is rolled for game type (players can mutually agree to omit any game type they want). If the challenge is over a campaign tile that contains a Fortress, Town, Capital or special terrain piece that counts as any of the above then the game is automatically a siege game with the owning player defending. Siege games and Storm of Magic game can coincide. You must take your army general for that army, as well as any Regiments of Renown generated for that army (see the Spoils of War and Random Events table).

7. Game Resolution:

Whoever won the game rolls a D6 on the Spoils of War table

Whoever lost rolls on the Ignominious Defeats table (both on page 19 of Blood in the Badlands)

Any army generals who died must roll on the Character Injuries table

The winner rolls a D6 for the losing army, on a 1-3 the army is driven back a tile towards it's capital, on a 4-6 the army is scattered (removed for the season).

8. Expedition Resolution:

If your army was driven back or scattered by losing a game, it can do nothing else.

If your army is in an unclaimed tile, you can put a flag in it.

If an army is in it's own empire it may build a fortress, mine or wizards tower. Or it may build a town over an existing fortress (town replaces a fortress). Each tile can only have one building (including special campaign tiles) and each army can only build once per season.

If your army is in an enemy tile that does not contain any enemy armies you may attempt to conquer it. The enemy player may attempt to make a fortification save:

 

If the tile borders your own their save is -1

If their tile borders a fortress their save is +1

If their tile borders a town or capital their save is +2

Your opponent can give you a relic to bribe you, each relic grants him +1

 

If the roll is 6+ then the player is successful and the tile does not change hands. If the roll is failed the conquering player removes the enemy flag and places his own. Any buildings built stay there and become the property of the conquering player.

9. End of Turn

 

Each season is 4 weeks long, the last week of each season had an end of Season Scenario which you must forfeit your challenge to attend. You may do this even if you would normally be required to make a different challenge. It's important to state your availability for end of season scenarios as early as possible so we can maximize the number of people who can attend.

 

The Spring Scenario:

Siege of Mount Bloodhorn: Each player participating receives D3 relics.

Winning Players split the following:

Mount Bloodhorn campaign tile (See "Claiming Terrain" Doc for special rules)

Shield of Ekrund: Magic Armor, when wielded with a hand weapon confers a 5+ parry save

Banner of Mount Bloodhorn: Magic Standard, Modles in the unit with this banner gain the Devastating Charge rule the first time they charge each game.

Icon of the Siegbreaker: Talisman, When fighting a Siege scenario, you may re-roll all the dice when rolling for attacking or defensive Artillery fire.

 

More details on the scenario, and later season scenarios will be posted as we come closer.
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Vermillion

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Re: Blood in the Badlands
« Reply #2 on: January 22, 2012, 11:54:32 PM »
The grids for the map. You can use the alphanumeric to designate locations (IE, reference both maps to talk about locations in the format of A5).



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Vermillion

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Re: Blood in the Badlands
« Reply #3 on: January 26, 2012, 12:44:38 AM »


Black: Moonie
Bronze: Cookie
Yellow: Joe Phillips
White: Kevin Nolan
Purple: Slandy
Silver: Riley
Blue: Paul (me)
Red: Capone
Green: Jay Walker
Brown: Rich

Start thinking about where your armies will move and what they will due because first turn is due saturday night and the game officially starts sunday. By then I need to know each players ally, enemy, generals and first turn moves.
« Last Edit: January 26, 2012, 01:47:45 PM by Vermillion »
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Vermillion

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Re: Blood in the Badlands
« Reply #4 on: January 27, 2012, 09:54:05 PM »
So enemies and allies are compiled. I had everyone except for two people figured out and we needed two 3 man teams. So based on current enemy listings it was a fairly obvious choice. Here they are:

Cookie Enemies with Slandy
Capone Enemies with Joe
Rich enemies with Kevin

Joe enemies with Capone
Moonie enemies with Riley

Paul enemies with Jay
Kevin enemies with Rich

Jay enemies with Paul
Riley enemies with Moonie
Slandy enemies with Cookie

Obviously names paired together are allied teams. For end of season scenarios we'll be handling enemies like this: You can be on the same side as an enemy, as you won't technically be allied. However you always count them as Desperate Allies.
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Vermillion

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Re: Blood in the Badlands
« Reply #5 on: January 30, 2012, 12:21:06 AM »
This list will be updated and changed as neccesarry. Make sure to report any changes to stats, deaths, and gains or losses of magic items. Please note: YOUR LORD COSTS WILL ALWAYS BE THE SAME AS THEY ARE NOW, REGARDLESS OF GAINING OR LOSING MAGIC ITEMS.
 
Capone:
Relic Count: 1
Outstanding Fear RoR
Pontious Pilot
Daemon Prince (300)
Mantel Of Chaos (75)
Fury Of The Blood God (20)
Mark Of Khorne (10)
Total: 405pts
 
T-Pain
Chaos Lord (210)
Mark Of Khrone (75)
Hellfire Sword (75)
Shield (10)
Collar Of Khrone (25)
Blood Curdling Roar (20)
Chaos Steed (24)
Total: 439pts
 
Gunther
Sorcerer Lord (235)
Upgrade to level 4 (35)
Mark Of Tzeentch (25)
3rd Eye Of Tzeentch (25)
Conjoined Homnculus (20)
Chaos Rune Shield (50)
Armour Of Morrslieb (35)
Spell Familiar (15)
Total:440
40 man Marauder squad with armour piercing
 
Slandy: (Sorry Slandy, I didn't get any lord names)
Baron Von Squishy
 
Grey Seer: level 4 wizard
talisman of preservation, Brass Ord, and Warp energy condenser.
+1 Strength
Storm Vermin Regiment of Renown, Stubborn
 
 
Slappy, the Mighty
Warlord: shield
Weeping Blade, Warpstone Armor, Foul Pendant
 
 
Favored son of the Horned Rat, Howard
Warlord: Shield
weeping Blade, Warpstone Armor, Foul Pendant
 
Riley: (Sorry Riley, I didn't get your lord names either)
Relic Count: 5
The Mighty Incontinento
Dead
 
Bubonic Craig
Grey Seer (240)
Screaming Bell (200)
Book of Ashur (70)
2 Warpstone Trinkets (30)
Warpstone Scroll
Shadowmagnet
 
“Lord Choices”
Warlord (90)
Weeping Blade (30)
Armour of Silvered Steel (45)
Dawnstone (25)
The other Tricksters Shard
Stormvermin Regiment of Renown with Stubborn
24 Rats w/ shields, Full CMD, Mortar Team, and Storm Banner
 
Rab:
Relic Count: 4
 
Vlad the Impaler
Chaos Deamon
Level 4
Tzeentch
Gifts: Mantle of Chaos and Third eye of Tzeentch, Sword of Bloodshed
 
 
Christopher Columbus
Chaos Lord
Shield
Khorne
Chaos Runesword
Chaos Runeshield
Gifts: Diabolic Splendor and Acid Ichor
Juggernaut of Khorne
+1 Initiative
-1 Strength
 
Amerigo Vespucci
Sorcerer Lord
Level 4
Tzeentch
Gifts: Conjoined homunculus
Power Stone
Staff of Sorcery
Dispell Scroll
Sword of Might
 
Joe:
Relic Count: 10
 
General - Karhun Viha
Daemon Prince
Level 4 Wizard
Mark of Tzeentch
Gifts of Chaos: Word of Agony, Third Eye of Tzeentch, Diabolic Splendour
Magic Items: Biting Blade
Skinhidden Plate
Necrotic Phylactery
 
Lieutenant - Aleksi Nieminen
Sorcerer Lord
Level 4 Wizard
Gifts of Chaos: Bloodcurdling Roar, Third Eye of Tzeentch
Magic Items: The Crimson Armour of Dargan, Talisman of Endurance, Power Familiar, Warriors Bane
RoR:
Teemu Rask- Exalted Hero 150 pts
Mark of Tzeentch, Gifts of Chaos, Stream of Corruption
Magic Items: Talisman of Protection, Terrifying mask of EEE!, Shield of Ekrund
 
Lieutenant - Alexander Lehtonen
Chaos Lord
Shield
Mark of Khorne
Juggernaut of Khorne
Gifts of Chaos: Soporific Musk, Stream of Corruption
Magic Items: Talisman of Preservation, Axe of Khorne, Favour of the Gods
 
Kevin:
Relic Count: 3
 
Nicholai Ebonwolf- Vampire Lord
Level 2 wizard
Red Fury; Quick blood; Fear incarnate
heavy armor& shield
Zombie Dragon
 
Viktor Wright- Master Necromancer
Level 4 wizard
Corpse Cart with Balefire
Master of the Dead
Night Shroud
Staff of channeling
Rod of flaming death
 
Vome- Ghoul King
Terrorgheist
Red fury; Quick blood; Fear incarnate
sword of strife
+1 Strength
 
 
Jay:
Relic Count: 5
Two more magic items (to be determined).
Thragga
Level 4 Orc Great Shaman
Skullwand of Haloth
Dispell Scroll
 
Bangzap
Level 4 Night Goblin Great Shaman
Earthing Rod
Obsidian Amulet
Ironcurse Icon
Obisdian Amulet
 
Niblex
Night Goblin Warboss
Armor of Silvered Steel
Fencers Blades
 
Cookie:
Relic Count: 15
SkullKracker 550
Bloodthirster
Obsidian Armour 50pt
Immortal Fury 25pt
Axe of Khorne 25 pt
Spellbreaker
Firestorm Blade
RoR:
2 BloodCrushers, Champion + Banner, Armor Piercing
 
DeathReaper 545 pt
Bloodthirster
Armour of Khorne 15pt
Axe of Khorne 25pt
Dark Insanity 55pt
Obsidian Armor
 
Bloodreaper 365 pt
Daemon Prince
Dedicate Khorne 25pt
Axe of Khorne 25pt
Armour of Khorne 15pt
Unnatural Swiftness 25 pt
-1 Strength
Wings
 
Paul:
Relic Count: 22
Pending 60 pt item
 
The Countess 516
Vampire Lord
Level 4 caster 105
Book of Ashur 70 pt
Seed of Rebirth 10pt
Enchanted Shield 5pt
Heavy Armor 6pt
Master of the Black Arts  75pt
Dark Acolyte 25pt
The Tricksters Helmet
Giants Blade
Talisman of Siege
 
Luthor Von Krieg 620
Vampire Lord
Zombie Dragon 245
Level 3 caster 70
Red Fury 50pt
Fear Incarnate 20 pt
Beguile 15pt
Sword of Swift Striking
Rod of Flaming Death
 
Vorachev 425
Vampire Lord
Level 1 caster 0pt
Heavy Armor 6pt
Scabscrath 75pt
Seed of Rebirth 10pt
Shield 3pt
Barded Nightmare 16pt
Red Fury 50pt
Aura of Dark Majesty 25pt
Fear Incarnate 20pt
Potion of Strength
Black Periapt
Nightshroud
 
 
Mercenaries:
 
Murph:
Relic Count: 3
Lord Shrek of Swamp Land
Tyrant (315)
Thunder Mace
Talisman of Protection
Heavy Armor
 
 
Relic Count: 3
Kevin
Lord Cuaq-Itza
Slaan Mage-Priest (525)
Diadem of Power
Plaque of Dominion
« Last Edit: April 01, 2012, 01:00:22 PM by Vermillion »
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Vermillion

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Re: Blood in the Badlands
« Reply #6 on: January 30, 2012, 12:21:56 AM »
First turn moves and games:
Flying Fastness moved to G4

Moonie:
Theodric to C4, building fortress
Bohemond to A3, building fortress
Tarmic to B7 (Iron Rock), challenge to be resolved (me(Von Krieg) or Capone(T-Pain))

Kevin:
Nicholai to A4, lost game to Joe over Moonie's goldmine, pushed back
Viktor to B1, Building mine
Vome to E4, Cookie succeeded on fortification save

Capone
Pontious Pilot to D8
T-pain to B7, challenges to be resolved (me(Von Krieg) or moonie(Tarmic))
Gunther to C6

Paul
Countess to D11, building Gold Mine
Von Krieg to B7, challenge to be resolved (capone(t-pain) or moonie(Tarmic))
Vorachev to C9, building Wizards Tower

Riley
Lord Choices to F6, Build Wizards tower (Failed)
Bubonic Craig to F7, Build Gold Mine (Failed)
Incontinento to E5, Built Gold Mine

Slandy
Squishy to G7, Building Wizards tower, Challenge to be resolved with Cookie (Deathreaper)
Slappy to G6, Building Goldmine, Challenge to be resolved with Rab (Vlad)
Howard to G4

Cookie
Skullkracker to D3, taking neutral territory
Deathreaper to G6, taking territory from slandy, challenge to be resolved with slandy (Squishy)
Bloodreaper to G4, building fortress

Jay
Thragga to F10
Bangzap to E8, taking territory from capone (who gets a fortification save)
Niblix to H10, taking territory from Rab, challenge to be resolved
Lost city tile to Rab

Rab
Vlad to G7, taking territory from Slandy, challenge to be resolved with Slandy (Slappy)
Christopher to G10, taking capital from Jay, jay gets fortification save (Failed)
Amerigo to H10, Building Wizards Tower, Challenge to be resolved against Jay (Niblix)

Joe
Karhun to I4, capturing neutral territory, challenge against kevin resolved over Moonies mine, Won
Aleksi to I5, building Wizards Tower
Alex to G3, claiming neutral territory

Congratulations to Joe for winning the first game of the campaign.
« Last Edit: February 04, 2012, 07:00:16 PM by Vermillion »
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Vermillion

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Re: Blood in the Badlands
« Reply #7 on: February 02, 2012, 01:48:05 PM »


H10, G7 and G6 are still contested and have games pending territory control.
New goldmines were built on: B1, D11, E5, G6 (Opposed, to be resolved),
New Fortresses: C4, A3, G4,
New Wizards Towers: C9, G7 (Opposed, to be resolved), I5, H10 (opposed, to be resolved)
New Towns: F10
Goldmine on K6 collapsed
Army of T-Pain was scattered for spring.
E8 is now under the control of Jay's Goblin empire, a fortification save was made and failed.
G7 taken by Rab's Warriors of Chaos
G6 taken by Cookie's Daemons.
Army of Slappy scattered for spring.
Army of Squishy moved to H7


Second turn movement and building submissions are open and due by saturday night at midnight.
« Last Edit: February 04, 2012, 06:58:38 PM by Vermillion »
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Vermillion

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Re: Blood in the Badlands
« Reply #8 on: February 05, 2012, 09:50:52 PM »
Turn 2 Movements
Flying Fastness moved to J7
Army movements are shown in turn order.

Slandy
Howard to H5, Building Goldmine
Squishy to I8, building Wizard Tower
Both contested due to opposing armies in empire

Capone
Pilot Challenges Bangzap (Jay) for E9
Gunther was challenged by Moonie's Empire for B5 (Any of his armies may respond)

Kevin
Vome challenges Cookie for E4 (Stormhenge)
Nicholai to C2, building Fortress
Viktor claiming D2

Riley
Incontinento to I10, challenge Rab for mine
Bubonic Craig to F8, fortification save taken and failed for Rabs tile
Lord Choices on E6

Jay
Thragga to F10
Niblix to G8, Rab made fortification save
Bangzap to E9, challenged by Capone (Pilot)

Moonie
Must choose two armies to fight against Capone and Cookie
Tarmic to C7
Theodic to C3
Bhemond to C4

Paul
Von Krieg to C8, Capone made fortification save
Countess to D10
Vorachev to E10

Joe
Alexander to H3, claiming neutral tile
Karhun to I4, building mine
Aleksi to K6, took from Capone.

Rab
Amerigo to H11, can't challenge or take due to random event
Christopher to G10, Challenge Riley for I10
Vlad to H7, Challlenged by Slandy

Cookie
Skullkracker to B4, Challenge Moonie
BloodReaper to F4, Challenged by Vome
Deather Reaper to H6
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Vermillion

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Re: Blood in the Badlands
« Reply #9 on: February 09, 2012, 11:55:46 PM »


Map for Week 3.
H7 still contested, pending game.
B5 still contested, pending game.
B4 still contested, pending game.
Unless I'm mistaken, all other games this week have been resolved. The map reflects the current status of the board minus the above games. I'll post where the armies are currently located tonight. Remember, turn moves are due saturday. And start thinking about the Siege of Mount Bloodhorn, the Spring End of Season Scenario.
« Last Edit: February 10, 2012, 01:01:51 AM by Vermillion »
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Re: Blood in the Badlands
« Reply #10 on: February 10, 2012, 01:23:16 AM »
Current Army Positions:
Slandy:
Baron Von Squishy @I8 (Pending Game)
Howard @H5
Slappy Scattered

Capone:
Pontious Pilot @D8
Gunther @B5
T-pain Scattered

Kevin:
Vome @E4 (Stormhenge)
Nicholai @B3
Viktor @D2

Riley:
Lord Choices @E6
Bubonic Craig @F8
Incontinento scattered

Jay:
Thragga @F10
Niblix @G8
Bangzap @E9

Moonie:
Tarmic @C7
Theodic @C3
Bohemond @c4

Paul:
Von Krieg @C8
Countess @D10
Vorachev @E10

Rab:
Amerigo @H11
Christopher Scattered
Vlad @H7

Joe
Alexander @H3
Karhun @I4
Aleksi @K6

Cookie
Skullkracker @B4
Bloodreaper Scattered
Deathreaper @H6

Armies that have not built yet:
Moonie:
Tarmic

Kevin:
Nicholai
Vome

Paul:
Von Krieg

Slandy
Howard (In Process)

Cookie:
Skullkracker
Deathreaper

Jay:
Niblix
Bangzap

Rab:
Vlad

Joe:
Alexander
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Vermillion

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Re: Blood in the Badlands
« Reply #11 on: February 16, 2012, 11:58:36 PM »


D6 contested, pending game.
Army of Thragga at F10.
All other positions are accurate.

Week 4 army movements and builds (if any) are due by saturday at midnight.
REMINDER: The end of season scenario for Spring is next week. IF YOU ARE PLANNING TO PARTICIPATE YOU MUST INDICATE THAT TO ME IN YOUR MOVES AND ATTEMPT TO MOVE ALL ARMIES TO FRIENDLY TERRITORY. TAKING PART IN THE EoSS USES YOUR CHALLENGE SO YOU MAY NOT CHALLENGE ANOTHER PLAYER THAT TURN. You may be challenged by another player who is not participating however. Remember, you get D3 relics just for showing up.
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Vermillion

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Re: Blood in the Badlands
« Reply #12 on: February 20, 2012, 11:29:47 PM »
No Hostile Actions were taken this week due to several factors:
8 armies are now participating in the End of Season Scenario (EoSS).
Rabs army was countered by a random event.
Moonie did not initiate any hostile actions this week.

I will be posting a map soon for next season moves. For your first moves of the Summer Season you need to give me a starting position that is inside your empire, and then a destination (along with a build action, if any). You will be making use of all of your armies, as Scattered armies return in the following season. Just like starting the first season, all your armies will begin inside of your empire somewhere. If you have a random tile in some far off corner, you may start one or more of your armies there.

As a Reminder, the EoSS is this saturday at 6 o'clock at BG Abington, but PLEASE ARRIVE EARLY. There will be setup, some explanation of rules and the inevitable gold mine rolling and list tweaking. We really are not going to have the time to spare so I'd like to get dice rolling at 6:30 maximum.

As a reminder, the Summer season special rule is: Any armies that are scattered are instead placed inside the owners empire. Plan accordingly. The Spring season special rule still applies for the Siege of Mount Bloodhorn.

For anyone who wants to watch: You're more than welcome to come. We only ask that you give the players space to move around as there will be some units hoping between tables and we don't want any dropped movement trays.
Good men hear the call; Great men answer.

Vermillion

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Re: Blood in the Badlands
« Reply #13 on: February 25, 2012, 01:13:35 PM »
Just a reminder to anyone not taking part in the EoSS tonight, your turn moves for Summer season turn 1 are due at midnight. You need to give me a starting location for each army (even the scattered ones as they come back) inside your empire, and then a move-to location (as well as a build or anything else they're up to). Everyone else, I can get our moves tonight. Good luck in the EoSS: Siege of Mount Bloodhorn!
Good men hear the call; Great men answer.

Vermillion

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Re: Blood in the Badlands
« Reply #14 on: February 26, 2012, 11:00:26 PM »
First turn moves for Summer

Capone
Pontious to C6, building Goldmine (Built)
T-Pain to B5
Gunther to E8

Slandy
Howard to G7
Squishy to I8
Slappy to I7

Jay (All armies building, what they are building is pending)
Thragga to E9
Bangzap to F9
Niblix to G9

Moonie
Bohemond to A3 (Fortress to Capital)
Tarmic to C3 Building Wizards Tower
Theodric to D6

Kevin
Nicholai to C1, Building Goldmine
Viktor to D2 Building Fortress (Built)
Vome to A1 (Taken)

Riley
Lord Choices to F8, Building Goldmine (Built)
Incontinento to C5
Bubonic Craig to A4 (Skaven Move) Skaven move failed, moved to capital

Rab
Christopher to A1, forced move to A2
Vlad to H8, Building goldmine (Built)
Amerigo to I9 building Goldmine (Built)
No name army to G7, building goldmine

Paul
The Countess to G11
Von Krieg to C7, Building Capital (Built)
Vorachev to F10

Joe
Karhun to H3, building capital (built)
Aleksi to H5
Alex to I7

Cookie
Skullkracker to C4
Death Reaper to G5, building goldmine (Built)
Blood Reaper to H7
Good men hear the call; Great men answer.