Thursday, December 10, 2009

Saturday/Friday

All the games are lined up. I should get off pretty early Friday, so if anyone wants to play, text me or call me and we will get it on.


Also, everyone should know which of their armies are fighting "neutral" armies and which ones are not. I encourage you all to get together even apart from our scheduled get-togethers to get some of the games in.

If anyone needs to know who and how many points they are facing, you can do it three ways

1) You can e-mail me and I will provide what I rolled up for you to face, then you can get the list from whoever made it and get the game played.

2) The schedule for the small campaign can be found here or the schedule for the big games can be found here.

3) For the small campaign, the list of rolls for who you face can be found here.
So you can roll up your own, and of course if the scheduled army to oppose does not work, feel free to roll your own. Just let me know the results.



Also, I have been forgetting to have us roll on this chart:



Units which capture an enemy standard become elite. 1 time per game they may re-roll all their to-hit dice. If they gain a second elite status, they can do this twice per game and so forth to a maximum of 3 times per game. If the unit is ever broken or reduced to less than half strength, they lose all bonuses.



Characters who are with a unit that captures a standard or who kill enemy standard bearer in hand-to-hand combat or who kill an equal or greater character in hand to hand combat roll d6 and gain the noted ability:


1) Elite once per game may re-roll all to hit dice
2) Leader: Add +1 to any Leadership test once per game, must be declared before rolling the dice.
3) Attack: Once per game may add 1 attack to profile, must be declared before dice are rolled.
4) Strength: As above, except strength.
5) Toughness: As above, except Toughness.
6) Choose any of the above


Generals who win the game and survive roll d6 and gain the following benefit for the ensuing battle.


1) Beloved Commander: Units within 12" add +1 to Combat Results until a combat within 12" is lost.
2) Leadership: Re-roll any one Leadership Test
3) Mad Dog General: General adds +1 to his to-hit rolls until he is wounded or flees.
4) Inspiring Standard: roll d6. Army Standard adds this to their standard range for duration of battle.
5) Famous General: One time per game, a leadership test within 12" is automatically passed.
6) Victorious troops: Once per battle add +1 to combat result, must be declared prior to combat.

No comments:

Post a Comment