NavigationEuroGT Yahoo group |
The Meta Game RulesSubmitted by admin on 16 September, 2005 - 15:42.
The EuroGT (Europe Get Together) is a WHFB/WM team tournament. Teams represent Empires that try to conquer the world. But a real empire not only destroys or conquers - it has to build: cities, roads, watchtowers and temples To represent this the EuroGT not only offers strategic and tactical decisions but economical as well. In the Meta-Game you decide what to do with your resources. Will you use them for building cities and roads or do you want to hire mercenaries with them? The more resources an empire owns the more VP you get for them at the end of the tournament. So winning battles is not everything in the EuroGT setting. Managing your resources is. The EuroGT (Europe Get Together) is a WHFB/WM team tournament. Teams represent Empires that try to conquer the world. But a real empire not only destroys or conquers - it has to build: cities, roads, watchtowers and temples To represent this the EuroGT not only offers strategic and tactical decisions but economical as well. In the Meta-Game you decide what to do with your resources. Will you use them for building cities and roads or do you want to hire mercenaries with them? The more resources an empire owns the more VP you get for them at the end of the tournament. So winning battles is not everything in the EuroGT setting. Managing your resources is. In the EuroGT, working together as a team and communication is essential. But most important the EuroGT is mainly a social event – an opportunity to get to know other players from all over the world. OPS The tournament crew running the event. Concerning rules their word is final. OPS are responsible for creating battles, a nice storyline and sometimes to equalize things a little bit. Only team captains are allowed to communicate with OPS. Empire A team of players from different systems. Actually this means that we group players together with “good�? or “evil�? armies. In some rare occasions we might be forced to incorporate a not fitting army. Team-captain At the beginning of the tournament every empire elects a leader. He is responsible for communication with OPS. Essentially he is responsible for presenting orders to OPS as well as using the resources of his empires. Mercenaries (only optional) Well these Dogs of War are for hire. You pay them with your resources You have to decide how to use the mercs.. Burning down a town or building a watchtower- it is your decision. BTW it is NOT possible for mercs to turn coat during a battle. Marshalls The hands and feet of OPS. These guys will help to keep the system running. Playing vs the odd player or generating a little nasty surprise for you if you are to overconfident. Map This is a hex based map showing the view of the world as you know it. It is a prefixed map where some hexes are concealed whereas starting areas of empires and river and costal hexes are known to everybody. The map has following tiles which represent following basic/multi resources: a) Wood: represented as woods in the map b) Stone: represented as Mountains c) Ore:represented as Mountains with mines d) Food: represented as plains, rivers and grassland and combination of those. At the beginning you can see special locations which help you bolstering up your offensive or defensive abilities. These special resources are shown by 3D models as long as they are activated. The Naval Academy of Nurlat Counts as Harbour; you can launch your attacks from there against hostile territories The Dread Towers of Narbondel Once a battle the Swordmaster of Narbondel inspires the troops to do their best. You can re-roll on complete Hth or Shooting phase of one unit once. The Lightning Temples of Sarcand The ancient temple of the Lightning God. WHFB players add one dice to their magic pool (offensive and defensive) each round. WM-players may re-roll one spell per game The University of Kaloumbor The home of wisdom. If you win an exploration battle you may put back a gained tile and draw another one. In the centre of the map there are the special tiles that represent the… Thaumaturgical University of Mandrala (TUM) The main objective of the University of Mandrala always was to explore the tracks of magic and to find and teach talented young wizards and spellweavers. The Mandralas mainly watched, explored and practised. Never they intermeddled with minor politics. For that reason the powerful mages hid themselves successfully by weaving spells of illusions around their University. Unfortunately through a planet constellation that happens only every 3000 years a magical low tide came over Mandrala leaving their delicate illusions without energy. The powerhungry Warlords of the region didn’t hesitate to launch an offensive campaign immediately but the defenders of the University are not unprepared. The University of Mandrala consists of 3 hexes. If you control at least one of them you are able to activate the destructive energy of the University of Mandrala: 5. you may steal one of you opponents land tiles and add them to your empire you may create 6 basic resources of your choice prevent stealing of your tiles Timetable: The EuroGT is divided in Battle phases and Order phases. Each Battle phase lasts 60 minutes. Two Battle phases form a Battle round. A normal Battle lasts 120 minutes. Small battles 60 minutes and campaigns 240 minutes (only available to WM). Order Phase Battle Phase Battle Phase Next Order phase etc 30 min 60 min 60 min Orders/Building Intel Represents the information you have gathered. This is essential for your strategic moves. It is a kind of currency. Orders You need orders for each player (army) your empire commands. If you fail to give orders in the Order segment (called Order phase OP) your armies will be given automatically default orders by OPS which are Barrack. Borderpatrol Orders (WHFB only!) Last for one Battle-Phase (60min) Forces to use: 600 pts Border Patrol-Banners. Games last for 6 turns or max of 60 min. Border patrol tables are roughly half of a normal table. Raid Attack a hex of any opponent. If successful you deny use of hex for one BR and reduce all surrounding hexes to basic output. This is a Pitched Battle with 600 pts. Scout Battles for intel (we will provide you with 4 different scenarios you roll for. You can gain intel which you need for your Orders. 1-Take the Objective: special scenario, 3 intel winner 1 intel loser 2) Hero Hunt: special scenario, 3 intel winner1 intel loser 3) Messengers: special scenario, D4+2 intel for winner, D4-2 intel for loser at least 1 intel 4) Border clash Pitched battle, D3 intel for the winner; 1 intel for the loser Activate/deactivate Spec location. All your special location will be deactivated at the start of the tournament. In order to use them you have to activate them. But be aware your opponent might try to deactivate them. The scenario which is a played is the " Take the objective" scenario. Standard Battle Order Orders for Big Battles (2 BR 120 min) Ofense To destroy an opponents resource. You need 3 intel to do so. Your empire need to have contact to do that- Stake a tile you attack from. Not necessary for attacks of UoM. If you win you get the attacked tile. If you lose your stacked tile will be awarded to your opponents empire. In case of a draw, both the attacker’s and the defender’s tile count as raided for the next round If you control 2 adjacent hexes of a hostile town you automatically destroy it. (not if it is fortified though). If you control all three hexes surrounding a town it is destroyed automatically. Barrack The order for everything except playing...(lunch, dinner, find a Girlfriend, get drunk etc). On game terms your troops are home and helping there. Gains you one resource roll for your empire. If you spend one intel you can switch to defend. It is also your default order if you do not order your armies. Explore You are looking for new resources? Scouting is necessary. Exploration needs 2 intel to be done. If you win an exploration battle you get two new tiles. In case of a draw both players get a new one. Losing will get you nothing, obviously. Defense Your Garrison troops ready to intercept attackers on the Border...and repel them of course...Note that it is a definitive advantage to be the defender. Missions to be played Offensive vs Defensive : Defend your home Offensive vs Offensive: Hold the Hill Explore vs Explore: Pitched Battle The Meta Game Here you use the resources you gain from your yearly harvests. Every hour OPS rolls for resources. Every hex will be given a number between 2 and 12. (2, 3, 11, 12 are for multi resource hexes) Whenever OPS roll the indicated number hexes will produce a surplus you can use. Building is done in the Order phases. Resource Rolls 5. Resource Rolls are made by OPS every hour. Resource Rolls are made on 2d6. Additional Resource Rolls may be rewarded for successfully completing games. The results of resources rolls are interpreted by OPS and the specific Resources will be made available for each team. Allocating Resource Rolls OPS decide to allocate a Resource Number to the exact tile. 5. Resource Numbers are 2-6 and 8-12 The Resource number 7 is allocated to population centres and will always yield population. Multi-resource hexes can only be allocated the numbers 2-3 and 11-12. All other numbers can be used on single resource hexes. No number can be used for a second time until all numbers have been used. Capital hexes: (your capital) 5. Can NOT be given a Resource Number and thus will never generate a resource on the resource rolls. Will generate double Population on any 7. Population centres New population centres can be built (see the building cost table) under the following restriction: 5. There needs to be a road leading to the place you want to build Most locations need to be at least 2 road sections away from any other population centre. In this respect the Capital Hex counts as a population centre !! Every empire starts with a certain amount of basic resources. You can use them for building the following structures: Infrastructure Stone Wood Food Ore Population Road Roads allow you to expand your holdings and grant strategic advantage. X X Bridge Any road crossing a River hex-side must be a bridge. X X X Empires get extra points for the length of their roads. Population centres Stone Wood Food Ore Population Village A village is an additional population centre. On a 7 it yields a population resource. It will double the resource from any adjacent area. X X X On a road and at least 2 stretches away from any other population centre. Town A town is an additional population centre. On a 7 it yields a population resource. It will treble the resource from any adjacent area. X X X Upgrade from Village Villages are worth 1 Victory point, Towns are worth 2 Victory points, your Capital is worth 3 Victory points Population Centres Upgrades Stone Wood Food Ore Population Market A Market allows you to swap one nominated resource at 2:1 odds with the central market at OPS X X Upgrade from Village Fortify Fortified locations do not automatically fall to an enemy conquering an adjoining area. X X Upgrade from Town Capital Expanding your capital will make it yield more income. X X X X X Your Capital is already considered to be fortified!! Each expansion upgrade increases the VP value of your Capital by 1 point. In addition to building up additional VP’s, the measure of a Capitals worth will be used to determine you income in Gold. Special Locations Stone Wood Food Ore Population Watchtower A Watchtower produces one Intel per turn (BP) X X X Deepwater Harbour Any Town on a Coastal tile may be upgraded to a Deepwater Harbour. This allows one army in your team to Raid or Attack any other Coastal tile. X X Upgrade from Town, must be at coast. How to win the tourney? You get Victory points for having 5. The Biggest Empire (10, 6, 4, 2 VP) The Longest Road (5, 3, 2, 1 vp) Most Cities and Pop centers (7, 5, 3, 2 VP) Activated Spec location in your empire: +1 VP Most Capital Upgrades: (5, 3, 2, 1 vp) ( categories: )
|
Upcoming events |