Eddard Stark (Str 2) meets Salladhar Saan(Str 1 Sword - Fort - Ability
If you win this battle, you gain two Power tokens and your opponent loses two Power
token).
Baratheon 4, Stark 4
Stark loses 2 power, Baratheon gains 2
Stark retreats ships to White Arbor port
Move 1 footman through the long chain of boats to land at Moat Calin
(Neutral, does not provoke a battle)
Move 1 footman and Melisandre through the long chain of boats to land at White Harbor
(Only a Control Marker there, does not provoke a battle)
Destroy All ships in the Harbor.
Leave a control marker in Crackclaw Point
Castles Controlled:
Crackclaw Point
The Eyrie
Dragonstone
King's Landing
Storms' End
Moat Calin
White Harbor
"b) If a House, at any time, controls seven areas containing
Cities and Strongholds, the game is immediately
over and that player is declared the winner."
Honestly, I made a non-aggression pact with them.... I just wanted to make it look like we might attack each other and I was hoping he wouldn't attack me for some reason. I basically decided to stake out some territory that looked good and move north and attack stark.
Honestly, I was gonna be happy if I could just make it north and attack something of theirs (since like I said, it makes the least sense)
About halfway through the game, I realized the tactical absurdity of having ships outside someones home area and what kinda awesome support that offered.
I hadn't planned on taking those last two castles at all, and with everyone talking like Herm had it in the bag, I was resigned to "well at least i can take out starks boats and the Eyrie this turn"
I had originally set up this turn for:
Attack his ships and gain absurd movement abilities.
Move siege tower to Crackclaw now that my 3 fleet is a 2 fleet, then using the new fleet in stark water.... move to take the Eyrie.
Then I realized, I had a ton of strength for eyrie and only the siege tower was necessary. Then I just happened to glance at the map and see two open castles, next to my new fleet in stark's waters.
Then I spent like 2 hours double checking rules and hoping the next two moves from other people before my turn wouldn't result in me losing a castle.
I simply love the planning aspects of this game, but I wonder how much harder it is to play IRL with less time to think about actions :P
woah, smooth moving. I was afraid you would do that.
Interesting tidbit, though, in the rules, you need to control 7 castles at the end of the turn to win. But this is Herm's game, and his rules. Nice played, OS.
Recruitment thread is back up for another game if you guys are interested.
I'm thinking of implementing the following changes :
1 - add archer units
2 - add unique OTOs (they dont seem so terrible)
3 - all talk regarding the game to be made in-thread, making the game more dynamic.
Thanks Hermes for running this and I had fun. But I need to start focusing on real life stuff so I won't be signing up for another. Totally did not see that victory coming.
Wow, that's a surprise. Great game! And good play at the end their OS.
Great game yourself. I definitely was routing for you to expand faster and take your seven. I was really hoping it would come down to a race between you and me for who could get to seven faster, but then Herm started powning greyjoy and I thought he was going to win.
I feel like grabbing the last two castles was mostly just taking advantage of something I hadn't initially planned for :P
Posts
If you win this battle, you gain two Power tokens and your opponent loses two Power
token).
Baratheon 4, Stark 4
Stark loses 2 power, Baratheon gains 2
Stark retreats ships to White Arbor port
Lol, I don't know how I missed the fact that you had support Ally.
I know herm may be winning this turn or w/e, but I'm still having fun fulfilling my personal objective:
Attack Stark because it makes the least sense from the Books.
No use marching into a fight there is no way I can win
Well I could try and draw out one of his higher cards but I'd rather not risk losing my ships at this point.
BTW, Stannis attacked : his own brother, storm's end, king's landing and... castle black.
Technically he didn't attack Castle Black, he came to its defence
Move Siege Tower from Dragonstone to The Eyre.
Strength should be 4+2 (control westeros)+3(adjacent support)-1(move order)=8 > 7
I should take over The Eyre
March The Red Sword, and 2 FM to Dornish Marches.
1. Call for Support
2. Combat Strength is Announced
3. Play House Cards
4. Valyrian Steel Blade
5. Battle Resolution (Casualties and Retreat)
Currently, I have 4 (2 from the Red Sword + 2 FM)
Tyrell has 3 (1 FM + 1 Support + 1 Tactic + 0 Mace Tyrell)
Waiting for house cards
Ser Garlan Tyrell
2 swords to 1 fort
Martell, will you capture Mace?
Tyrell, where do you wish to retreat and what do you wish to sacrifice in the event of a non-capture ?
Move 1 footman through the long chain of boats to land at Moat Calin
(Neutral, does not provoke a battle)
Move 1 footman and Melisandre through the long chain of boats to land at White Harbor
(Only a Control Marker there, does not provoke a battle)
Destroy All ships in the Harbor.
Leave a control marker in Crackclaw Point
Castles Controlled:
Crackclaw Point
The Eyrie
Dragonstone
King's Landing
Storms' End
Moat Calin
White Harbor
"b) If a House, at any time, controls seven areas containing
Cities and Strongholds, the game is immediately
over and that player is declared the winner."
Is that Move Legal?
At least I know now why you didnt want to come south to help me with Martell, nice move.
Honestly, I was gonna be happy if I could just make it north and attack something of theirs (since like I said, it makes the least sense)
About halfway through the game, I realized the tactical absurdity of having ships outside someones home area and what kinda awesome support that offered.
I hadn't planned on taking those last two castles at all, and with everyone talking like Herm had it in the bag, I was resigned to "well at least i can take out starks boats and the Eyrie this turn"
I had originally set up this turn for:
Attack his ships and gain absurd movement abilities.
Move siege tower to Crackclaw now that my 3 fleet is a 2 fleet, then using the new fleet in stark water.... move to take the Eyrie.
Then I realized, I had a ton of strength for eyrie and only the siege tower was necessary. Then I just happened to glance at the map and see two open castles, next to my new fleet in stark's waters.
Then I spent like 2 hours double checking rules and hoping the next two moves from other people before my turn wouldn't result in me losing a castle.
I simply love the planning aspects of this game, but I wonder how much harder it is to play IRL with less time to think about actions :P
Interesting tidbit, though, in the rules, you need to control 7 castles at the end of the turn to win. But this is Herm's game, and his rules. Nice played, OS.
BARATHEON WINS
Recruitment thread is back up for another game if you guys are interested.
I'm thinking of implementing the following changes :
1 - add archer units
2 - add unique OTOs (they dont seem so terrible)
3 - all talk regarding the game to be made in-thread, making the game more dynamic.
What do you think guys ?
Great game yourself. I definitely was routing for you to expand faster and take your seven. I was really hoping it would come down to a race between you and me for who could get to seven faster, but then Herm started powning greyjoy and I thought he was going to win.
I feel like grabbing the last two castles was mostly just taking advantage of something I hadn't initially planned for :P