Monday, June 18, 2012

Legends of War:Ma'tai, wandering merchants

Among the many hundreds of cities and thousands of villages that make up all of the world, there is a common need. These needs, no matter what names they are given, are all the same: food, water, and a way to defend themselves. Many places are self sustaining in any of these regards. There are villages built on rivers, hamlets that grow food year round, and cities who are surrounded by high walls and deep ditches. For those places which can't get the supplies they need, do to drought, siege, or surprise, then there are the Ma'tai.

The Ma'tai are a strange sort of creature, looking like an upright wolf, coyote, or fox, they have adapted customs and objects from some long lost civilization. They appear just about everywhere, from the sprawling heart of a Garmarian city, to the loneliest villages in Inaros, and have even been recorded as appearing inside a besieged city months after the roads were blocked off and the rivers dammed. They always travel light, they have large stall like carts, which they can pull from place to place and it doubles as both their residence and place of business. Occasionally, they will travel in groups of several families but, for the most part, they are content to travel as a single family going around. On some rare occasions, perhaps an ancient festival, all of the Ma'tai in a certain area will gather together and form a sort of merchant town, to which people from miles around will come and see.

When pressed for where they get their goods, a Ma'tai will never answer. This has lead to a large number of people becoming suspicious that the Ma'tai steal all of their items, and some villagers will go and attack their stalls. However, they quickly discover that, while a Ma'tai is friendly and a soloist when doing business, when they are threatened, they become extremely ferocious and will form a large pack with any other Ma'tai in the area. If they are pressed enough, they will actually come back with all of the Ma'tai in an area and destroy the offending village or city:but they never loot anything of value. This has lead mercenary captains, up-and-coming nobles, and experienced generals alike to seek out Ma'tai for soldiers, but, no matter how much money, land, or slaves they are offered, they always give the same cryptic answer :
"He who takes the lives of the living, is no better then he who takes the possessions of the dead."

Friday, June 8, 2012

Rules of war:Wind

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have flyers or ships:

Wind
-Wind only effects objects which are in the air (i.e. flyers and ships) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the wind is going:

D6 wind
1-no wind
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-unpredictable

A model which is heading in the same direction as the wind gains an additional D3" of movement. Models which are moving against the wind lose D3" of movement.

A roll of unpredictable means  that you have to roll the direction of the wind at the beginning of every turn. Re-roll any further results of unpredictable.

Rules of War:tide

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have water:

Tide
-Tide only effects objects which are in water (i.e. models crossing a river, ships, sea monsters, etc.) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the tide is going:

D6 tide
1-Low tide
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-High tide

A model which is heading in the same direction as the tide gains an additional D3" of movement. Models which are moving towards the tide lose D3" of movement.


Low tide means that you count the water on the board as being 1 inch smaller then it was (if a river was 3" then it is now only 2".) If the water goes off the board then simply mark back the point from which it touches the land.


High tide means that you count the water on the board as being 1 inch larger then it was (if a river was 3" then it is now 4".) If the water goes off the board then simply mark the point from which it touches the land.

It does not mater how this is represented, only that both players agree on its representation. 

Friday, June 1, 2012

Rules of War:indirect fire

Indirect Fire is an experimental command that you may or may not use with your armies. If you do choose to use it p;ease give us any questions, comments, or concerns you have on it:

Indirect Fire
Command points:3(2)
-Indirect fire is another variation on shooting. A unit that uses indirect fire may add 3" to their range, but the target must be outside of half the weapons firing distance(for example, if you used Indirect fire on a unit armed with longbows(range 24"), then the target must be within 12 to 27 inches). Indirect fire may be used to target units outside of your line of sight. Using indirect fire reduces you D6 roll by 1 and the unit loses 1 command point next turn. Units with the radius special rule may Indirect fire for only 2 command points, and do not lose a command point on the next turn.