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Irvonia
Jan 22, 2013 11:33:55 GMT -5
Post by panther on Jan 22, 2013 11:33:55 GMT -5
The small Island of Irvonia is situated at the top of the Great Ocean off the coast of the Albion. The island was originally settled by Ogres in the northern portions they flourished and set up a thriving town and trading post. Many years later human settlers from the Empire, and Brettonia settled the western portion of the island. Over the years many other races arrived and carved out there own holds now after years of living together peacefully the races of Irvonia have finally had enough now they are at war for control of the island......
Armies Grady- Brettonia Bob- Demons Ben- Warriors of Chaos Mike- Orcs and goblins Tim- Ogres Nick- Tomb kings Myko- High Elves
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Irvonia
Jan 22, 2013 13:05:17 GMT -5
Post by bob on Jan 22, 2013 13:05:17 GMT -5
Bob - Vampires (though I might like the opportunity to switch to Daemons when/if this rumored new book arrives...though I understand if rules prevent switching)
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Irvonia
Jan 22, 2013 13:43:25 GMT -5
Post by Ben on Jan 22, 2013 13:43:25 GMT -5
I'll be using WoC most likely. They don't settle territory but a chaos lord would be more than happy to invade the island!
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Irvonia
Jan 22, 2013 14:13:39 GMT -5
Post by panther on Jan 22, 2013 14:13:39 GMT -5
Since im at home today (its midterm week) I was able to draft some sample rules and dates these will change depending on level of participation and so forth...
IRVONIA RULES
Special territory’s- Castle or Citadel- Over rides the restriction on lords and hero’s.
Docks- Without docks your army cannot have -Black powder weapons -More than one rare unit -Named lords or hero’s
Towns- Towns give you access to the lower troops in your armies without towns you can only have up to one -Men at arms, Peasant archers -Zombies -Chaos marauders -Ogers, Gnoblars -Dark Elf warriors (ports also count as towns)
Special Rules Chaos invasion- For all of round one chaos is exempted from the rules involving special territory’s but only for round one.
Still much more to come ides are welcolm
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Irvonia
Jan 22, 2013 14:15:16 GMT -5
Post by Ben on Jan 22, 2013 14:15:16 GMT -5
You're really getting right to it! I like that.
The URL you posted is not valid..
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Irvonia
Jan 22, 2013 14:17:47 GMT -5
Post by panther on Jan 22, 2013 14:17:47 GMT -5
Sample Dates
THE BATTLE FOR IRVONIA
Begin date- February 16th
End of round one- March 16th
End of round two- April 16th
End of round three- May 18th
End of Irvonia- June 15th
Round one – The first months of the war, 1000 points per army, 1 lord or hero (with territory exceptions)
Round two- The mid days 1500 points per army 2 lord or hero (with territory exception)
Round three- Victory is in sight 2000 points per army Regular army rules(with territory exceptions)
Round four- End days 2500 points per army Regular army rules (with territory exceptions)
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Irvonia
Jan 22, 2013 14:20:49 GMT -5
Post by Ben on Jan 22, 2013 14:20:49 GMT -5
Sounds good to me.
Keep in mind the average fantasy game is around 2500 and 3000 isn't that uncommon, which is different form 40k. I think two out of four rounds being under 2000 is too much. I'd start with 1000, than 2000, than 2500, and end at 3000.
Just my 2 cents. I like large battles but I know not everyone does..
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Irvonia
Jan 22, 2013 23:46:59 GMT -5
Post by hivemindbob on Jan 22, 2013 23:46:59 GMT -5
You do NOT want to open the flood gates for skaven heroes... Why the chaos invasion rules? If I understand it, if you don't control a town you can only field one basic troop... That's really all skaven have. Basic troops. Rare choices. Ogers get skrewed if they don't have a town. That's all they have... ogres and gnoblars. It just doesn't balance well.
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Irvonia
Jan 23, 2013 6:57:01 GMT -5
Post by panther on Jan 23, 2013 6:57:01 GMT -5
yea im gona have to fix some of that...
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Irvonia
Jan 23, 2013 8:57:53 GMT -5
Post by bob on Jan 23, 2013 8:57:53 GMT -5
3000 is far too many.
Large tournaments do 2400 or 2500.
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Irvonia
Jan 23, 2013 9:06:16 GMT -5
Post by Ben on Jan 23, 2013 9:06:16 GMT -5
I think 3000 would be nice for the final battle..or maybe do a team battle with 2500pts per player.
Grady I don't think your rules are balanced. Brets laugh at that core restriction as they can easily make due with just one unit of men at arms, while for ogres that's a big annoyance.
Instead of restrictions, I think there should be bonuses for capturing towns/castles/docks. For example if you have a castle you can use up to 50% of your pts on lords, and if you have a town you can take 4 dupicate special choices instead of 3, and 3 duplicate rares instead of 2. It's something I have to give more thought though.
Also I may use beastmen instead of WoC, but I will deffinetly use a chaos army. The chaos invasion rule I think is a bit of an unfair advantage for me so I'd drop that.
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Irvonia
Jan 23, 2013 15:41:31 GMT -5
Post by panther on Jan 23, 2013 15:41:31 GMT -5
Yep ill be doing a re right tonight, Mike would you be in the campaign?
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Irvonia
Jan 23, 2013 15:50:19 GMT -5
Post by Ben on Jan 23, 2013 15:50:19 GMT -5
Alrighty sounds good Grady. I'll post feedback for you whenever you get that done.
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Irvonia
Jan 23, 2013 19:59:31 GMT -5
Post by panther on Jan 23, 2013 19:59:31 GMT -5
New set of ideas
IRVONIA RULES
Special territory’s- Castle or Citadel- Raises restriction on lords and hero’s to 50%.
Docks- Without docks your army cannot have -Black powder weapons -Three rare units -Named lords or hero’s
Towns- Towns give you access to special choices with a town your army can have up to 4 special units.
Named sites Eargvul- A ancient sacrificial sight here the blood is still soaked from past victims. -Lords and champions with the mark of Khorne who control this area have +1 toughness and strength, lords or champions with other marks suffer-1 toughness. -Vampire lord whose army controls this territory receives +1 wound and toughness.
Yearle Forest- This forest is the center of all good o the island keeping destruction and chaos at bay for centuries. - Certain Lores are stronger when funneled through the woods these lore’s are the (Lore of light) and the (Lore of life) when using either of these lore’s when your army controls the forest you can role 3 dice when attempting to cast spells.
C&C welcolm
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Irvonia
Jan 23, 2013 20:24:59 GMT -5
Post by gretchinmike on Jan 23, 2013 20:24:59 GMT -5
Well I''d be in with Orcs & Goblins, so long as it isn't during the summer, as I won't be available.
For the forest, it could benefit Goblin spiders, as they come from well, forests!
Also letting stuff like my army go above 50% on the lords& hero's thing may be a bit broken. I now have my black orc on wyvern, and my shaman on the arachnorok spider. My general is now 10X better, and I can still do some cheesy magic that can be amazing.
Also I think that towns shouldn't permit up to 4 special units, as that really limits some people that rly on their tough troops to do the work for them. Also limiting the rare choices can totally drop some armies. I use 2 mangler squigs to scare people, 1 just isn't frightening. Bobby's entire army is based on abuse of the rares.
Also if you are trying to stick with fluff here, Orcs & Goblins would not really suffer from any of these restrictions of special spots, as typically they bring the entire armada with them and send in waves. I think this is similar to other armies, such as why would skaven need a town?
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