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Thread: Wrath of the Khan 2: RECRUITMENT and rules discussion

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  1. #1
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Wrath of the Khan 2: RECRUITMENT and rules discussion

    hey all, it's time to get very, VERY excited as the monkey returns with another blockbuster hotseat campaign for the ages!

    You may be aware that back in the day we did a Mongols vs the world game as an extension to Commanders of the Faithful. It was a game in Broken Crescent 1.05, was called Wrath of the Khan and was enormous fun for the five players involved.

    Well, now I'm planning a sequel: more players, better balanced and on a bigger scale all round.

    Wrath of the Khan 2 will be played in Stainless Steel 6.4 and I will play the Mongols against all comers.

    I have skipped the campaign forward to the first turn of the Mongol invasion and I intend to allocate the non-Mongol factions by lot. When I have a quorum of players I'll post a few alternative starting positions and we can vote on which one to use.

    Here are my proposed victory conditions for the Mongols:
    - The Mongols must take 40 provinces and must sack or occupy three of the following cities: Jerusalem, Baghdad, Moscow and Constantinople.

    Here are my proposed victory conditions for the non-Mongol factions:
    - Outlast the Mongols and take 15 additional provinces from one or more human non-Mongol players.
    OR
    - Take 30 additional provinces from one or more human non-Mongol players before the Mongols win the game.

    The reason for the dual-condition for non-Mongol factions is to create an incentive for treachery and prevent the game from becoming a predictable anti-Mongol slog.

    I suggest that we have the following rules:
    Spoiler Alert, click show to read: 
    Each player has 48 hours to complete his turn (not counting weekends). After that the Admin may skip his faction or he can be subbed by an ally. Extensions will be granted on reasonable request.

    Do not attack ships in ports.

    Armies boarding ships in ports can't stay there for more than one turn.

    Don't leave blockaded ports without beating the blockading ships first.

    Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)

    No surrounding armies or agents to destroy them. (Surround&Destroy)

    Don't attack units who were left next to a settlement in order to capture it on the same turn in order to cheat the garrison script. In fact don't cheat the garrison script period. (this only applies vs AI factions)

    Don't use repeated offers for bribe to increase your faction leader's dread.

    Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI (PM me for instructions, though SS has this on by default)

    Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list, and thus lose all their movement points

    Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.

    Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.

    Assassins are allowed to target anyone but the players are limited to one assassination or sabotage attempt per turn. It must be the first action they do, before they spend money or do anything else. If a successful assassination or sabotage is questioned by a player the game admin will load the relevant save and attempt the assassination. If the results are different there will be penalties for cheating.

    Spies may infiltrate cities to open the gates as well as perform other spying actions but the players are limited to one attempt per turn. It must be the first action they do, before they spend money or do anything else, OR the second action if they are also attempting an assassination / sabotage in the same turn. If a successful spying attempt is questioned by a player the game admin will load the relevant save and attempt the action. If the results are different there will be penalties for cheating.

    No crusades or jihads to be called or joined.

    No buildings to be destroyed for cash under any circumstances.

    No trading of provinces solely to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.

    No deliberate deals that would put you in debt above -10,000 florins


    ***Please post here if you are interested in joining the game and please also give me your opinion on the proposed rules and victory conditions.***

    Players (12):
    phonicsmonkey - The Mongols
    Ashurnasirpal II
    slysnake
    Nightbringer
    Myth
    The Celtic Viking
    LooseCannon1
    Ezilkannan
    Zim
    Visorslash
    Rougeman
    Silvershield
    Last edited by phonicsmonkey; 07-01-2011 at 05:57.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  2. #2

    Cool Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    I'm still interested! But I'm so not the right person to criticize the rules

    Though, looks all good to me!
    The supreme, the merciless, the destroyer of opposition, the exalted King, the shepherd, the protector of the quarters of the world, the King the word of whose mouth destroys mountains and seas, who by his lordly attack has forced mighty and merciless Kings from the rising of the sun to the setting of the same to acknowledge one supremacy.
    -Ashurnasirpal II

    Org Games
    Kings of the Nile - Chancellor Meleagros Ptolemaios, Nomarch of Upper Egypt
    Clash of Gods - Kingdom of Castilla y Leon
    Wrath of the Khan II - Kingdom of France

  3. #3
    Member Member slysnake's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    I'll go with England if it's not already taken :)

  4. #4
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Quote Originally Posted by slysnake View Post
    I'll go with England if it's not already taken :)
    I'm planning at this stage to allocate the non-Mongol factions by lot, because in the 70 or so turns that the AI has hold of them they have become somewhat unbalanced. And I'd imagine England will be a popular choice to say the least...far away, safe from Mongols, longbows...

    I'm sure there's room for some horse-trading around that with the other players though...

    It depends of course which starting position we choose - more on that later.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  5. #5
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    I wish I could join but since I already participate in different games in the Org then I don't want to rip myself apart joining this as well.
    Perhaps in the future when have some more time and there are still some factions left. Until then I'll keep lurking the threads and enjoy the games that way!

  6. #6
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Wrath of the Khan 2: RECRUITMENT and rules discussion

    Quote Originally Posted by Ibn-Khaldun View Post
    I wish I could join
    Go on, you know you want to...

    seriously though, glad to have you even as a lurker
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

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