The Strategic Journal is the overall game which is to be won. The strategic choices made by Lords, affecting thousands of people in a war which only the few will reap it awards.
– How to win –
Conquer strongholds: Locations that holds a number which represent the victory points gained by conquering it.
Ravage locations: half a victory point is gained for every location ravaged.
The player with the most victory points at the end of the game is the winner.
This phase is where you mobilize your own people to go to war.
Keep your lords in the field by:
–Pay 1 coin to keep target lord at the same location, campaigning an additional turn.
–Pay 1 loot to keep target lord at a friendly location, campaigning an additional turn.
Make two rolls on the “Event & Capabilities” chart.
Any event or capability labeled “contested” can only be used after a successfully tactical mission if the opponent chose to contest it. If the opponent chose not to contest it, the event or capability can be used as normal.
All lords in the field may muster a number of times equals his/her Lordship rating.
(Lords mustered this turn can not muster)
To muster a lord:
“Only lords in a friendly location (own realm or conquered stronghold) can be mustered.”
–Roll less or equal to the Fealty rating of the lord which is being mustered.
If success
–The mustered lord is placed in the field at his/her Family seat.
–Receiving his/her starting troops, transport and assets.
-Compose the army of the mustered lord. (See: “Composing Armies”)
–Then mark the calendar with the lord`s banner, x spaces forward in time where x is the mustered lord`s Service rating.
(When the turn marker reach a space on the calendar which holds a Lords banner, the Lord will go home and leave the field at end of that turn.)
If unsuccessfull
Nothing happens, still you may tempt to muster the lord again as long as you`ve not spent all your Lordship rating.
A lord may muster troops from his Vassals.
One Lordship point enable you to muster one contingent of troops from one of the lord`s vassals. The available vassals and their contingents is found in the mustering lord`s stats.
-Update the lord`s army.
One lordship point enable you to muster one of the following transports:
Cart
Boat
Sled
Ship
-Update the army roster.
This phase is when you command and administer your armies.
One Provender feed up to 6 troops.
Each adjacent location to a stronghold feed 2 additional garrisoned troops.
During this time of year only sleds may be used to carry provender. All wagons are changed into sleds. Wagons are exchanged 2 to 1 rounded up.
Seat of
Lady Raedra Biephon II
-Fortified City-
Population: 19400
Garrison:
100 pts Heavy Foot
100 pts Medium Foot
100 pts Medium Foot
Special Rule:
Enemy ships may not pass through this location unless the city is under siege or is granted passage by the player which control the city.
Lady of Amanôr
Fealty: 4 / Service: 4
Lordship: 2 / Command: 2
Starting Troops, transport & assets
100 pts. of Cavalry
100 pts. of Light Horse
100 pts. of Heavy Foot
100 pts. of Heavy Foot
100 pts. of Medium Foot
Provender: 4
Wagon: 2
Ship: 1
Vassal A : (2)
100 pts. Medium Foot
100 pts. Medium Foot
Vassal B : (2)
100 pts. Medium Foot
100 pts. Medium Foot
Vassal C : (1)
100 pts. Medium Foot
100 pts. Medium Foot
Starting Troops: 500 pts
Potential Troops: 1100 pts
Troops:
General
Captain 60pts
Cavalry: Household Knights
D3/S3/HA/Impact/88pts
Light Horse: Outriders
D3/S2/Av/Bow/48pts
Heavy Foot: Men-at-Arms
D3/S4/Av/Powerful Attack/80pts
Heavy Foot: Men-at-Arms
D3/S4/Av/Powerful Attack/80pts
Medium Foot: Bowmen
D4/S3/Av/Longbow/Melee capable/48pts
Medium Foot: Bowmen
D4/S3/Av/Longbow/Melee capable/48pts
Medium Foot: Peasants
D4/S3/Av/Undrilled/24pts
Leftover pts: 14
Baggage train:
Provender: 4
Wagon: 4
Event & Capabilities:
Amanôr the High City of the Western Realm.
Ruled by Lady Readra Biephon II.
Realms___Start pts. ____ Max pts.
Amanôr........500...................1100
Dorn.............400...................800
Fork..............300...................700
Kereen..........500..................1000
Greenvale.....400...................800
Tralabad.......400...................400
Monera.........500...................900
Seat of
Lord Goodhard Joken
- Walled City -
Population: 5300
Garrison:
100 pts Medium Foot
100 pts Medium Foot
Lord of Dorn
Fealty: 5 / Service: 3
Lordship: 2 / Command: 3
Starting Troops, transport & assets
100 pts. of Cavalry
100 pts. of Light Horse
100 pts. of Heavy Foot
100 pts. of Medium Foot
Provender: 1
Wagon: 1
Vassal A : (1)
100 pts. Medium Foot
Vassal B : (1)
100 pts. Medium Foot
Vassal C : (1)
100 pts. Medium Foot
Vassal D : (1)
100 pts. Medium Foot
Troops:
General
Captain 60pts
Cavalry: Field Knights
D3/S3/Arm/Impact/88pts
Light Horse: Outriders
D3/S2/Av/Bow/48pts
Heavy Foot: Men-at-Arms
D3/S4/Av/Powerful Attack/80pts
Medium Foot: Bowmen
D4/S3/Av/Longbow/Melee capable/48pts
Medium Foot: Peasants
D4/S3/Av/Undrilled/24pts
Medium Foot: Peasants
D4/S3/Av/Undrilled/24pts
Medium Foot: Peasants
D4/S3/Av/Undrilled/24pts
Leftover pts: 4
Baggage train:
Provender: 1
Wagon: 1
Event & Capabilities:
Seat of
Lady Nataline Rane
-Fortified City-
Population: 7140
Garrison:
100 pts Heavy Foot
100 pts Medium Foot
Lady of Greenvale
Fealty: 4 / Service: 5
Lordship: 3 / Command: 2
Starting Troops, transport & assets
100 pts. of Cavalry
100 pts. of Light Horse
100 pts. of Heavy Foot
100 pts. of Medium Foot
Provender: 1
Wagon: 2
Vassal A : (3)
100 pts. Cavalry
Vassal B : (3)
100 pts. Cavalry
Vassal C : (4)
100 pts. Medium Foot
Vassal C : (4)
100 pts. Medium Foot
(not musterd)
..
Seat of
Lord Gardic Malnu
-Fortified City-
Population: 14400
Garrison:
100 pts Heavy Foot
100 pts Medium Foot
100 pts Medium Foot
THE LORD, ARMY & WARBAND
Lord of Kereen
Fealty: 2 / Service: 6
Lordship: 6 / Command: 3
Starting Troops, transport & assets
100 pts. of Cavalry
100 pts. of Cavalry
100 pts. of Cavalry
100 pts. of Medium Foot
100 pts. of Medium Foot
Ship: 2
Vassal A : (3)
100 pts. Hero
Vassal B : (3)
100 pts. Hero
Vassal C : (4)
100 pts. Heavy Foot
Vassal D : (3)
100 pts. Medium Foot
Vassal E : (3)
100 pts. Medium Foot
(not musterd)
..
Seat of
Lord Kavdoro Ferndown
-City-
Population: 8743
Garrison:
100 pts Medium Foot
100 pts Medium Foot
Lord of Monara
Fealty: 2 / Service: 4
Lordship: 3 / Command: 4
Starting Troops, transport & assets
100 pts. of Magic User
100 pts. of Monster
100 pts. of Medium Foot
100 pts. of Medium Foot
100 pts. of Medium Foot
Ship: 2
Vassal A : (3)
100 pts. Monster
Vassal B : (3)
100 pts. Monster
Vassal C : (3)
100 pts. Medium Foot
Vassal D : (3)
100 pts. Medium Foot
(not musterd)
..
Seat of
Lord Iganosh
-Fortified Town-
Population: 2520
Garrison:
100 pts Medium Foot
Lord of The Fork
Fealty: 3 / Service: 4
Lordship: 2 / Command: 1
Starting Troops, transport & assets
100 pts. of Artillery
100 pts. of Medium Foot
100 pts. of Medium Foot
Provender: 2
Ship: 1
Coin: 1
Vassal A : (2)
100 pts. Medium Foot
100 pts. Light Foot
Vassal B : (2)
100 pts. Light Horse
100 pts. Medium Foot
(not mustered)
..
Seat of
Lord Bjalin Truegrip
- Walled City -
Population: 3100
Garrison:
100 pts Heavy Foot
(not musterd)
..
Matriarch Volina Benari
- Walled City -
Population: 2800
Garrison:
100 pts Medium Foot
Muster Religious Fanatics
A Lord must trace a rout to Bafala to be able to muster Medium Foot named Fanatics. If Bafala comes under the opponents control or sacked, Medium Foot troops named Fanatics may not be mustered.
Osdender Keenhorn
- Port Town -
Population: 2253
The Old One
- Forest -
Population: unknown
Provide:
Spellcasters
Sir Edoc Clonrid
- City -
Population: 5100
Garrison:
100 pts Medium Foot
100 pts Light Foot
Primate Kethrus Arrithur
- Walled City -
Population: 3700
Garrison:
100 pts Medium Foot
Provide:
Cavalry "Pegasi Knights"
Town under Greenwall, allegiance to the Western Realm
Governor (3) Ethel Shalip
Class (2) / Fortified /
Regulars
- 1 company of Light Cavalry (30)
- 1 company of Spear Guard (100)
- 1 company of Bow Guard (100)
1 Millita company (100)
Population: 6,600
Troop support: 5% (330)
Sir Hollander
- Cloister -
Population: 25
Provide:
Heavy Foot "Winged Knights"
Ongôr the High City of the Eastern Realm.
Ruled by Lord Shon Davagon.
Realms___Start pts. ____ Max pts.
Ongôr...........400...................1000
Fen-Horim....400...................1000
Ûr.................200....................400
Dorgohûl.......400..................1100
Mendoor.......300....................700
Harûm...........400...................700
Gargadorn....400....................700
Seat of
Master Angohm Dôm
-City-
Population: 19400
Garrison:
100 pts Heavy Foot
100 pts Medium Foot
100 pts Medium Foot
THE LORD, ARMY & WARBAND
Lord of Dorgohul
Fealty: 2 / Service: 4
Lordship: 3 / Command: 3
Starting Troops, transport & assets:
100 pts. of Large Beast
100 pts. of Heavy Foot
100 pts. of Heavy Foot
100 pts. of Medium Foot
Provender: 2
Wagon: 1
Vassal A : (2)
100 pts. Cavalry
100 pts. Cavalry
Vassal B : (3)
100 pts. Heavy Foot
100 pts. Heavy Foot
100 pts. Beast
Vassal C : (1)
100 pts. Beast
100 pts. Medium Foot
(not musterd)
..
Seat of
Lord Kaol Bayan
- Walled City -
Population: 4900
Garrison:
100 pts Medium Foot
100 pts Medium Foot
Lord of Fen-Horim
Fealty: 2 / Service: 3
Lordship: 3 / Command: 2
Starting Troops, transport & assets:
100 pts. of Cavalry
100 pts. of Beast
100 pts. of Heavy Foot
100 pts. of Heavy Foot
Provender: 3
Wagon: 2
Vassal A : (2)
100 pts. Cavalry
100 pts. Heavy Foot
Vassal B : (2)
100 pts. Cavalry
100 pts. Heavy Foot
Vassal C : (1)
100 pts. Beast
100 pts. Medium Foot
Troops:
General
Large Beast: Gargadon
D4/S3/HA/Impact/Undrilled/Cause Fear/78pts
Heavy Foot: Trools
D4/S4/Arm/Powerful Attack / Savage / Regenerate / Undrilled/75pts
Heavy Foot (L): Urks
D4/S4/Av/Impact/72pts
Heavy Foot (L): Urks
D4/S4/Av/Impact/72pts
Beast: Hunting Wolves
D3/S3/Av/Savage/56pts
Beast: Wolves
D4/S3/Av/Savage/42pts
Leftover pts: 5
Baggage train:
Provender: 3
Wagon: 2
Event & Capabilities:
Seat of
Lady Cernin Koti
-City-
Population: 7400
Garrison:
100 pts Medium Foot
100 pts Medium Foot
Lady of Harùm
Fealty: 2 / Service: 5
Lordship: 3 / Command: 3
Starting Troops, transport & assets:
100 pts. of Large Beast
100 pts. of Heavy Foot
100 pts. of Heavy Foot
100 pts. of Medium Foot
Provender: 2
Wagon: 1
Coin: 1
Vassal A : (2)
100 pts. Large Beast
100 pts. Heavy Foot
Vassal B : (2)
100 pts. Monster
100 pts. Medium Foot
Vassal C : (1)
100 pts. Light Foot
100 pts. Beast
Town under Harûm, allegiance to the Eastern Realm
Governor (3) Rinhewe Wada
Class (2) / Port /
Regulars
- 1 company of Warbeasts (10)
- 1 company of Archers (120)
- 1 Ship (3) (30)
1 Millita company (100)
Population: 5,200
Troop support: 5% (260)
THE LADY, ARMY & WARBAND
Lady of Garadorn
Fealty: 3 / Service: 3
Lordship: 4 / Command: 3
Starting Troops, transport & assets:
100 pts. of Large Beast
100 pts. of Medium Foot
100 pts. of Medium Foot
100 pts. of Light Foot
Provender: 2
Wagon: 1
Ship: 2
Coin: 1
Vassal A : (3)
100 pts. Large Beast
Vassal B : (2)
100 pts. Medium Foot
Vassal C : (2)
100 pts. Light Foot
First city of the Eastern Realm
Governor (4) Hodord Blackeye /
(in the field) (6) Khebdev Zar
Class (3) / Port /
Regulars
- 1 company of Heavy Foot (120)
- 1 company of Archers (120)
2nd Horkanian Regiment
- 2 companies of Archers (240)
- 2 companies of Heavy Foot (240)
- 1 Ship (3) (30)
2 Millita companies (200)
Population: 9,500
Troop support: 10% (950)
THE LORD, ARMY & WARBAND
Lord of Mendor
Fealty: 4 / Service: 3
Lordship: 2 / Command: 3
Starting Troops, transport & assets:
100 pts. of Cavalry
100 pts. of Medium Foot
100 pts. of Medium Foot
Provender: 1
Wagon: 1
Boat: 2
Vassal A : (2)
100 pts. Heavy Foot
Vassal B : (2)
100 pts. Medium Foot
100 pts. Medium Foot
Vassal C : (1)
100 pts. Light Foot
Seat of
Lord Khebdev Shar
- Walled City -
Population: 11930
Garrison:
100 pts Heavy Foot
100 pts Medium Foot
100 pts Medium Foot
Lord of Ôngor
Fealty: 4 / Service: 4
Lordship: 3 / Command: 3
Starting Troops, transport & assets:
100 pts. of Artillery
100 pts. of Heavy Foot
100 pts. of Heavy Foot
100 pts. of Heavy Foot
Provender: 2
Wagon: 1
Vassal A : (2)
100 pts. Cavalry
100 pts. Medium Foot
Vassal B : (2)
100 pts. Medium Foot
100 pts. Medium Foot
Vassal C : (1)
100 pts. Beast
100 pts. Monster
Troops:
General
Captain 60pts
Artillery: Trebucket
D3/S2/Av/Artillery/48pts
Heavy Foot: Blood Guard
D3/S4/Arm/Powerful Attack/80pts
Heavy Foot: Blood Guard
D3/S4/Arm/Powerful Attack/80pts
Heavy Foot: Blood Guard Recruits
D4/S4/Arm/Powerful Attack/60pts
Medium Foot: Hillmen
D4/S3/Av/Undrilled/24pts
Medium Foot: Hillmen
D4/S3/Av/Undrilled/24pts
Medium Foot: Hillmen
D4/S3/Av/Undrilled/24pts
Leftover pts: 0
Baggage train:
Provender: 2
Wagon: 1
Event & Capabilities:
Seat of
Gringar
-Town-
Population: 1400
Garrison:
100 pts Medium Foot
Troops:
General
Cavalry: Wolfriders
D4/S3/Av/Impact/Savage/60pts
Cavalry: Wolfriders
D4/S3/Av/Impact/Savage/60pts
Beast: Wolves
D4/S3/Av/Savage/42pts
Beast: Wolves
D4/S3/Av/Savage/42pts
Leftover pts: 0
Baggage train:
Provender: 1
Wagon: 1
Event & Capabilities:
Town under Ongar, in the Eastern Realm
Governor (5) Nuncar Zenandriog
Class (2) / Forge /
Regular
- 2 companies of Heavy Foot (240)
- 1 company of Bolt Machines (20)
1 Millita company (100)
Population: 3,600
Troop support: 10% (360)
Town under Mendoor in the Eastern Realm
Governor (2) Mindered Hardscar
Class (1)
Regulars
- 2 companies of Heavy (240)
Population: 2,400
Troop support: 10% (240)
Bordertown under Fen-Horim of the Eastern Realm
Governor (5) Nomvir Bomoz
Class (1)
Regulars
- 1 company of Wolves (30)
- 1 company of Heavy Foot (120)
Population: 3,000
Troop support: 5% (150)
Muster Gargadroons
A Lord must trace a rout to Dorvan to be able to muster Large Beasts named Gargadoons. If Dorvan comes under the opponents control or sacked, Large Beast named Gargadoons may not be mustered.
Town under Mendoor in the Eastern Realm
Governor (2) Kurita Hisu
Class (2) / Port /
Regulars
- 1 company of Heavy Foot (120)
- 2 companies of Archers (240)
- 1 Ship (2) (20)
1 Millita company (100)
Population: 4,800
Troop support: 10% (480)
Town under Harûm, allegiance to the Eastern Realm
Governor (5) Thion Jelfandor
Class (2)
Regulars
- 2 company of Skirmishers (80)
- 1 company of Heavy Foot (120)
1 Millita company (100)
Population: 3,000
Troop support: 10% (300)
Town under Harûm, allegience to the Eastern Realm
Governor (2) Emreshri Aikûm
Class (1) / Port /
Recruitment / Warbeast /
Regulars
- 1 company of Archers (120)
- 1 Ship (2) (20)
Population: 1,400
Troop support: 10% (140)
Governor (5) Sartrur Pain
Class (2)
Recruitment / Wolves /
Regulars
- 1 company of Skirmishers (40)
- 2 companies of Wolves (60)
1 Millita company (100)
Population: 2,000
Troop support: 10% (200)
Town under Dorgohul, allegiance to the Eastern Realm
Governor (2) Suttag
Class (2) / Forge / Fortified /
Regulars
- 1 company of Archers (120)
- 2 companies of Wolves (60)
1 Millita company (100)
Population: 2,800
Troop support: 10% (280)
Town under Harûm, in the Eastern Realm
Governor (2) Urma Codmand /
(in the field) (4) Ba Daro
Class (2) / Forge / Port / Fortified /
Regulars
- 1 company of Heavy Foot (120)
- 2 companies of Archers (240)
1 Millita company (100)
Population: 4,600
Troop support: 10% (460)
Rakesh
- Caves -
Population: unknown
Provide:
Spellcasters
Keeper Bhod Gumra
- Walled City -
Population: 6800
Garrison:
100 pts Medium Foot
100 pts Medium Foot
Provide:
If you garrison 2 Spellcasters at this location, you may muster Undead Troops
Muster Giant
A Lord must trace a rout to The Pinnacle to be able to muster Monster named Giant. If The Pinnacle comes under the opponents control or sacked, Monster named Giant may not be mustered.
The Riverlands is located in the south-west on the isle of Gwin-Dûr. The origin of the Realms of Riverland dates back to the days of the Raging Waves.
read more..
Quest
Every 2nd day roll a d6. On a roll of 6 you uncover knowledge of the destruction of the Pouch.
Reward
Gain or level up a Wizard. Every 3rd day this wizard is left stationary at this location you may make another d6 roll.
If successful, level up this wizard again. When a level 3 wizard makes a successful roll, chose a Stratagem.
Khebdev Zar (6) of Mendoor
- 2 captains
2nd Horkanian Regiment
- 2 companies of Archers
- 2 companies of Heavy Foot
Regulars
- 4 companies of Heavy Foot
- 1 company of Boltemachines
- 1 company of wolves
- 1 Giant of Ahfir
Gringar (5) of Ûr
- 1 captain
Regulars
- 2 companies of Heavy Foot
- 2 companies of Archers
- 2 companies of Wolves
Bao Daro (4) of Fadvân
- 1 Captain
- 1 Wizard level 1
1st Horkanian Regiment
- 1 company of Trools
- 3 companies of Heavy Foot
Regulars
- 1 company of Archers
All starting Lords and Ladies must have their armies composed before the game begins. All other Lords and Ladies will have their armies composed as they are mustered. Throughout these tabs you will learn how this is done.
All starting Lords and Ladies must have their armies composed before the game begins. All other Lords and Ladies will have their armies composed as they are mustered.
Starting troops do vary from lord to lord, but are always stated as TYPE and in a quantity of 100 points.
Compose the army by adding one unit of the required type for every troops listed. Troops which has points left over, are noted in the army roster. When the army has one unit of every required type, you may spend the left over points to add further troops of any kind.
Any unspent points are lost.
The Spear & Sword Fantasy army list is used to compose the armies.
Tier 1 Troops:
Cavalry
Heavy Foot
Large Beasts
Monsters
Artillery
Tier 2 Troops:
Captain
Wizard
Medium Foot
Light Foot
Light Horse
Camp
While an army is located or passing through a Stronghold, it may leave behind troops adding to the garrison at the stronghold. Garrison troops are recorded in the location info and the army notes which troops are absent.
The number of troops added this way, may not exceed the number of troops already garrisoned at the stronghold.
You may offer garrison troops to neutral Lords and Ladies. This service is accepted if the enemy has:
– sacked one or more adjacent locations.
– an army present in an adjacent location.
By offering this service, you gain 1 coin when the garrison is established. You also gain 1 coin if an enemy army leave the stronghold and any adjacent locations.
The garrison troops must be feed as part of the army during the campaign phase.
Hold:
Any Lord
Hold: While defending in a battle this lord gains a baggage camp fortified with a ditch and bank, palisades, stakes, etc. A fortified camp counts as a normal baggage camp in all respects, except that:
- It is Armoured
- The camp only suffers a hit when doubled in a paired dice roll, rather than just beaten.
- The camp can inflict discipline tests and hits on the opposing unit in the normal manner.
Hold: While defending, opposing cavalry units are delayed d4 turns.
This lord sends some of his troops on a flank march, to arrive on one flank at a predetermined time. Before deployment, secretly note down which units will be sent to which flank and the turn they are due to arrive. A commander, any except the commander in charge must be with them.
Hold: One skirmisher unit or hero may be kept back and not deployed in the normal deployment phase. At the end of all deployment, this unit may either be placed anywhere on the table, as long as it is out of sight of all enemy troops, or deployed in the normal deployment area. If both players have chosen this stratagem, the outscouted player deploys his ambusher first.
Hold: This Lords archers gains an additional 2DU to their range while shooting from an elevated position.
One of this Lords cavalry and medium infantry may
This Lords units may gain impetus while assaulting walls.
One of this Lords units may
Hold: Play on Goodhard Joken of Dorn to shift service marker 2 boxes or for +2 Lordship.
One Lord may reduce his feed cost by 1 if located in a mountain or hill location.
Hold: Play on Nalinia Rane of Greenvale or Goodhard Joken of Dorn to shif service marker 2 boxes or +2 Lordship.
This Lord may spend all commandpoints and 6 provender to strenghten the fortifications at his location.
Slide one service marker 1 box to the left and add this cards capability (Summer Campaign) to your capability pool.
Each Summer a Lord located at a Unbesieged crown seat may muster for free. These units are disbanded when this card leaves play. Discard this card at the beginning of Late Winter.
Hold: Play on Kavdoro Ferndown of Monera or Ketrus Arrithur od Amanôr to move service marker 2 spaces or gain +2 Lordship.
This Lords Peasants act as Fanatics during battle.
Play on Bjallin Truegrip of Tralabad and Gardic Malnu of Kereen to move service marker 1 space.
This Lords ships act as 2 ships. Can be shared anywhere and ignore Tempests.
Play on Kreadrel Feen of Bend or the Lord which has it`s service marker furthest to the right. Move selected Lords service marker 2 spaces.
Ketrus Arrithur of Amanôr and Goodhard Joken of Dorn gain +1 command.
Bjallin Truegrip of Tralabad or Kreadrel Feen of Bend move 2 spaces.
Western Lords may be recruited at the closest Crown Seat and gain +1 command.
STRATAGEM
Hold: After terrain has been placed, the player may designate one terrain feature as dangerous. After deployment, and in every end phase, any unit (from either side) that is within (or partly within) this terrain feature must take a discipline test.
This can represent a variety of different things - some examples are carnivous plants, quicksand, hostile natives, wild creatures.
A marker can be used to remind players that the terrain feature is dangerous, but better showing it is to have a modelled representation of the cause of the danger.
Place a Ravage marker in a location under Eastern control within 2 spaces of a Western city or stronghold. The targeted space cannot contain a lord or stronghold.
Immediately remove a Ravaged marker from a city, stronghold or a location one distance away from a Western city or stronghold. (Remember that distances at sea is treated differently. One distance at sea is from one port to the next port or the one thereafter)
All lords
This lord may add a Siege marker when storming a wall or remove a Siege marker when Sally.
Any lord
Hold: Play if a Western lord is closer than any Eastern lord to Ènmar to Conquer it. (No spoils of war)
This lord gains a free move by road.
For every true statement, an additional free move by road is gained.
- The army contains no Heavy Armoured troops.
- The army contains more Mounted troops than none mounted troops.
- The army contains 4 or fewer units.
Hold: Play to disband Gardic Malnu to add 4 none-loot assets each to two on board western lords.
Apostorium in play
Place Apostorium marker on this card, and return it to this card when used.
Remove up to 3 assets from Khebdev Zar or 3 coins from the Altar.
Any Lord with mounted troops
This Lord may Ravage adjacent locations connected by roads which contain no lord, once for every Command card.
This Season, Easten Supply adds maximum 1 provender per Command card from Seats and none from Forage.
All Western Lords
Each Eastern Lord removed during battle or while besieged add coins to the victorious lord equal to the defeated lord`s Service.
JOKEN GODHARD
Seat of power: Dorn
INFLUENCE : 4
COMMAND : 3
Muster limit: 500 pts.
ARMY
Company of Knights
2 Companies of Man at Arms
Company of Archers
2 Companies of Pesants
BAGGAGE TRAIN
Provender: 2
Loot:
Coin:
Wagons: 2
Sleds:
Boats:
Ships:
KHEBDEV ZAR
Seat of power: Ongor
INFLUENCE : 4
COMMAND : 3
Muster limit: 500 pts.
ARMY (230 pts)
Company of Gargadroons
2 Companies of Spear Guards
Company of Horse Archers
Company of Pesants
BAGGAGE TRAIN
Provender: 2
Loot: 1
Coin:
Wagons: 1
Sleds:
Boats:
Ships:
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Eastern Realm
Even with the many low level governors in the Eastern Realm, mobilization is performed to perfection. The genius execution result in a surprise attack which cause confusion and panic in the Western Realm. The Western Realm start their mobilization 5 days after the invasion begins. Angohm of Dorgohul is suspicious and respond to the mobilization with hesitance.
He wish to see the preliminary outcome of the offence and Dorgohul start mobilization 5 days after the invasion begins. This delayed mobilization will also affect the towns of Keel and Olbrûk.
Western Realm
With no arriving ships bringing news, Jonna Port will mobilize 7 days after the invasion begin.
EASTERN
ORDERS
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Plan A (1and 4)
A main host invading from Fen-Horim, advancing as fast as possible for the Capital city Amanôr.
Plan B (2, 3 and 5)
A main host preparing an assault on the Ran Barony city of Greenwall.
Plan C (4)
Expeditionary force leaving Mendoor to solve the quest at Pouch Ruins and make a bridgehead for further manouvers.
Plan D (5)
Expeditionary force leaving Garadorn to assault Laprin Bay.
Delay (6)
Delay d6 days and make a ne roll.
Host of Ruin
Bao Daro of Fadvân
– 1 Captain
– 1 Wizard (1)
1st Horkanian Regiment
– 1 company of Trools
– 3 companies of Heavy Foot
Regulars
– 1 company of Archers
The Great Host
Khebdev Zar of Mendoor
-2 Captains
2nd Horkanian Regiment
– 2 companies of Archers
– 2 companies of Heavy Foot
Regulars
– 4 companies of Heavy Foot
– 2 companies of Bolt Machines
– 1 company of Wolves
– 1 Giant of Afhir
The Shadow Host
Gringar of Ûr
– 1 Captain
Regulars
– 2 companies of Heavy Foot
– 2 companies of Wolves
– 2 companies Archers
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PLAN A
Two hosts are mobilized in Fen-Horim. “The Great Host” which is to assault Darn, is lead by Khebdev Zar of Mendoor. “The Shadow Host” which task is to take Ilith-Hên is lead by Gringar of Ûr.
PLAN C
“The Host of Ruin” is mustered at Mendoor and arrives at the shores of the city which once was called “The Pouch”.
Three days of investigations reveal knowledge about the city`s destruction.
– Level 1 Wizard is added to the host
– New Quest “The hidden Shape”
11.04.611
The Great Host march of to the west along the old road which lead to the city of Darn.
The Shadow Host
enter the marshes west of Fen-Hori and advance slowly in the difficult terrain. Light rain start to fall on the second day and slow the advance to a holt on the third day as the marshes become impossible to traverse. The Host is behind schedule and may lose the element of surprise at Ithil-Hên.
Host of Ruin
Still stay in camp within the Ruined city of Pouch while the search continue. (next roll14.04)
13.04.611
The Great Host line up for battle on the outskirt of Darn`s citywalls.
The Shadow Host leaves the marshes behind and is located North/East to Ilith-Hên.
WESTERN
ORDERS
-Dorn-
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(Dispatch messengers to Ithil-Hên, Bafalas and Otillien.)
Plan A (2, 3, 4, 5)
Prepare for a siege and mobilize to 10%.
Plan B (3)
Prepare for a siege and mobilize to 10% and dispatch Light Cavalry through the wood east of the city, to disrupt supply-lines North/West of An-Fhalas.
Plan C (4)
Prepare for a siege and mobilize to 10% and dispatch Light Cavalry to Ilith-Hên.
Plan D (5)
Prepare for a siege and mobilize to 10%, then sally forth!. Meet the enemy on the battlefield with the purpose to take out the siege equipment, then retreat.
Confusion (1)
Wait 1 day and roll again.
EASTERN
ORDERS
-The Great Host-
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Plan A (1, 2, 3, 4 )
Khebdev Zar realize the urgency of getting this important town under control which do not offer the luxury of a siege. The goal will be to press further west as soon as possible. The army make camp and prepare for an immediate assault on the town. The assault is made at Goodhard Gate.
Plan B (5, 6 )
The preservation of the soldiers is paramount for the future campaign and Khebdev Zar decide to soften the defenders by a limited siege. This will be the right order as long as no message of war reach the west.
Plan C (1, 2 ) Tactical Decision
Plan D (3, 4, 5 ) Tactical Decision
The army`s Warhags pack is sent to Ilith-Hen to re-enforce the Shadow Host, and enhance the chances to prevent messengers to dispatch westwards.
Plan E (6) Tactical Decision
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Dorn
PLAN C
Dorn mobilize an additional 5% of it`s forces and prepare for a siege. A company of Light Cavalry by the name of Steedfast Outriders are dispatched to carry the message of war to Ilith-Hen.
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Ilit-Hen
The light cavalry from Dorn arrive Ilit-Hen at dawn. By out maneuvering The Shadow Host they barely manage to enter the town.
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Ruins of Pouch
There are evidence that indications of an old relic with tremendous powers
WESTERN
ORDERS
-Ilit-Hen-
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Plan A (2, 3, 4, 5)
The newly arrived light cavalry report on the size of the Shadow Host. Nildron Klemar order for an all out attack to let the messanger sneak out and head for Otillien.
Plan B (3) Tactical Decision
Nildron order a Flank March. Army command is given to Nydia Thorne as Nildron accompany the light cavalry which will enter the battlefield on the 2. turn from the west.
Plan C (4) Tactical Decision
The defenders dig inn and awaits the attack. The bow guard is equipped with Stakes.
Plan D (5) Tactical Decision
Peasants litter possible choke points with beartraps and other quite annoying equipment and create Dangerous Terrain.
Plan E (1)
The defenders man Prepared Positions.
EASTERN
ORDERS
-The Shadow Host-
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Plan A (2, 3, 4, 5)
Gringar fear that the element of surprise is lost due to the slow progress through the marshes and order an immediate assault.
Plan B (3) Tactical Decision
Even being delayed, Gringar keeps his head cool and may make a command roll off to prevent one Tactical Decision of the opponent.
Plan C (4) Tactical Decision
Gringar order a Flank March. Command is given to Harm A`rarta. Gringar lead his wolves which will enter the battlefield from the east on the 2. turn.
Plan D (5) Tactical Decision
Gringar deploy his deceitful mind and torch close by vegetation to conceal his troops deployment. Deception.
Plan E (1) Tactical Decision
Gringar line up his army and taunt the enemy and challenge the opposing leader. The opponent gains an aditional Tactical Decision.
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Ilith-Hen
PLAN A & C
The newly arrived light cavalry report on the size of the Shadow Host. Nildron Klemar order for an all out attack to let the messanger sneak out and head for Otillien.
The defenders dig inn and awaits the attack. The bow guard is equipped with Stakes.
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The Shadow Host
PLAN A & D
Gringar fear that the element of surprise is lost due to the slow progress through the marshes and order an immediate assault.
Gringar deploy his deceitful mind and torch close by vegetation to conceal his troops deployment. Deception.
EASTERN
ORDERS
-The Great Host-
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Plan A (2, 3, 4, 5)
Text
Plan B (3)
Text
Plan C (4)
Text
Plan D (5)
Text
Confusion (1)
Text
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– Investigation-roll at the Pouch
15.04.611
– Western Realm Mobilize!!
– Dorgohul, Kheel and Olbrûk mobilize.
16.04.611
– Messengers arrive Bafalas from Dorn
– Investigation-roll at Pouch
17.04.611
– Jonna Port mobilize