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Clear the Camps

October 21, 2011

This game is intended to allow people to practise the tactics of setting up and repelling Sieges and Blockades.

  • Team A attacks
  • Team B defends
  • Winners are selected from each team (2 winners from A, 2 winners from B). There is no overall winner.
  • It would help if the teams were relatively close to each other on the map, as teams must march to each others’ cities. Naturally the teams cannot be from alliances under a Non Aggression or Confederation agreement.

“The lands are infested by villains” (i.e. troops from the other alliance) “and their camps are threatening our cities, so wipe them out with as few losses as possible.”

The rules for Team A:

  • Players from Team A  send their troops to Occupy squares adjacent to any of Team B’s settlements.
  • They can pick any settlements from a prescribed list (e.g. any; any within 20 squares of location x/y; or whatever else the organizer chooses to define).
  • They can pick any squares adjacent to those cities. They can only go for adjacent squares (i.e. squares where a siege or blockade could be set up).
  • They can only use the Occupy order – no Blockades or Sieges.
  • They may not otherwise damage Team B’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Rules for Team B:

  • Team B uses its armies to defeat or at least damage the troops from Team A.
  • They can Raid, Occupy or Attack.
  • It is permitted (indeed, encouraged) to Scout camps.
  • They may not otherwise damage Team A’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Army Sizes:

  • If using this game with small / new players (e.g. under 1,000 population) then there is no need to set a size limit.
  • If using this game with larger or medium players, or with mixed sizes, then set a maximum number of troops which can be used for both defense and attack. For example, it might be determined that each player can only field two armies, each of 1 commander and 100 troops; or each player might be allowed two commanders an 2,000 Experience worth of troops. The aim is to make the game balanced and fun for all.

Scoring:

  • At the outset, it should be established when the Game will end. E.g., 5 days from start, 3 days from start, etc.
  • All battle reports should be sent to an adjudicator/referee.
  • The referee totals up the kills and losses, awarding points based on the Experience of the troops. E.g. a slain Kobold Cohort (T1 spear) is worth 1; a slain Death Pack is worth 4).
  • This will give each player a score of Kills by Experience versus Losses by Experience. From this, two winners are selected from each team.
  • The Bloody Victor is the one who killed the greatest number of enemy (measured by Experience) regardless of his/her own losses.
  • The Tactical Victor is the one who got the best kill:loss ratio (measured by Experience).

Optional Rules:

  • A neutral party could be asked to send troops to set up Occupying camps. To the defenders these will look, at first glance, like “enemy” camps, but if Scouted will clearly not be from the enemy alliance. No points are gained for killing troops in such camps. This should teach participants to “look before you leap” – i.e., use Scouts.
  • One or more of Team A could deliberately send their troops to really unsuitable squares, where Team B will more easily kill them. This deliberately foolish placement won’t win the game for the person placing the troops, but this will make the game much more intriguing for Team B, as some camps will be much easier to destroy than others.
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