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Warcraft: Conquerors (A Board Game)
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Post by
HiVolt
WarCraft: Conquerors
Description - Players strategically move armies to attack and defend territories to conquer the world of Azeroth.
Ages 13+
2-5 Players
Game Contents:
8d20, 8d6, 800 Force Pieces, 12 Summoned Force Markers, 32 Hero Pieces, 25000 Gold(40-50p, 30-100p, 20-500p, 10-1000p), 100 Conqueror Cards, 8 Upgrade Cards, Control Flags, 4 Cooldown Markers, 4 Faction Cards, 4 Strategy Logs, Map Game-Board
How To Play:
Players choose which Faction they wish to represent, choose one of the three Faction-specific starting zones to place their army, and choose a Hero to travel with their army. The Hero chosen must be of the Faction controlled by the player.
Players are given 5000 gold, 6 Conqueror Cards, 3 Infantry Forces, 2 Cavalry Forces, and 1 Artillery Force.
A turn consists of five Phases.
The Preparation Phase -
Players may purchase Forces, Upgrades, Conqueror Cards, and Heroes during this phase.
The Movement Phase -
Players are allowed to move their forces as they see fit from the zones the forces begin in to adjacent zones. They may also use Faction Specialties, Hero Abilities, or Conqueror Cards that can be used in this phase.
The Staging Phase -
Players set up their forces in preparation for Battle in this phase. Reinforcements may be added to armies during this phase. They may also use Faction Specialties, Hero Abilities, or Conqueror Cards that can be used in this phase.
The Battle Phase -
Players engage in combat between armies during this phase. One player is the attacker, and the other is the defender. The loser of the battle is allowed to retreat. The winner of the battle takes control of the zone in which the battle takes place. They may also use Faction Specialties, Hero Abilities, or Conqueror Cards that can be used in this phase.
The Ending Phase -
Players move retreating armies to controlled zones, discard any used Conqueror Cards, place a cooldown marker on any used Faction Specialty, and remove all defeated Forces from the field of play.
One round is completed after each player has a turn.
Basic Glossary:
Gold:
Gold is the lifeblood of the game. Gold is used to purchase everything that can be purchased in the game.
Factions:
A faction is a team represented by a player. Each Faction has it's own unique Faction Cards, Cooldown Markers, Force Pieces, Control Flags, Heroes, and Upgrade Cards. Each Faction also has it's own unique Benefits and Specialties.
Benefits:
Benefits are passive bonuses that are granted to each Faction.
Specialties:
Specialties are active abilities that may be used, although sparingly, by a player to aid one of his/her armies.
Forces:
Forces are units that armies consist of. There are three types of Forces, Infantry Forces, Cavalry Forces, and Artillery Forces. A player may not have more than 5 of each force in a single army.
Armies:
Armies are collections of Forces that move together. A player may not control more than 10 armies at a time.
Heroes:
Heroes are special units that travel with a selected army. They have either passive or active abilities that they may use to aid the army they travel with. Each Faction has Five unique Heroes, and there are a total of 12 Neutral Heroes that may be acquired by any player.
Control Flags:
Control Flags are small banners that are placed on the map to indicate ownership of a zone. Each Faction has it's own unique Control Flags.
Zones:
Zones are areas of the game board that are marked off and named. They may also be called countries. The size or location of the zone has no effect of any kind on the game.
Starting Zones:
Starting Zones are areas that a player may choose to start with his/her faction. Starting Zones are clearly marked on both the Faction Card and the zone itself.
Upgrades:
Upgrades are special purchases that can be made to increase the strength of their corresponding Forces. They can be purchased when a player controls a certain number of zones.
Conqueror Cards:
These cards are special purchases that can aid the player's selected army or armies as he/she sees fit.
Battles:
Battles take place when two armies move into the same zone. The first army to enter the zone is always the defender, and the second army to enter the zone is always the attacker. If a player loses a battle, he/she may choose to retreat from the zone, surrendering it to the victor. If a player does not retreat, he/she may continue to contest the zone.
Reinforcements:
Reinforcements are supplemental Forces that can be added to an army from an adjacent zone during the Staging Phase.
Post by
HiVolt
Faction Descriptions:
The Alliance
-
Starts in Elwynn Forest, Teldrassil or Howling Fiord
Benefit -
Light's Grace - You may restore one Infantry Force and one Cavalry Force after a battle. The forces restored must have been lost in the battle.
Specialty -
Technological Superiority - Use to add Artillery Forces to your army. Roll a 4 or higher with a six-sided die to activate this specialty. Add only 1 Artillery Force per upgrade. Can only be used once every other round.
Infantry Forces -
Militia, Footman(First Upgrade), Champion(Second Upgrade)
Cavalry Forces -
Knight, Huntress(First Upgrade), Paladin(Second Upgrade)
Artillery Forces -
Ballistas, Firestarters(First Upgrade), Siege Machies(Second Upgrade)
Heroes -
King Varian Wrynn, Priestess Tyrande Whisperwind, High Tinker Gelbin Mekkatorque, King Magni Bronzebeard, Prophet Velen
The Horde
-
Starts in Durotar, Tirisfal Glades, or Borean Tundra
Benefit -
Warrior Culture - Your forces are more powerful than other armies. When attacking or defending, reduce the roll of the opposing army by 2/4/6.
Specialty -
Masters of the Wilderness - Use to bring another force into battle for your aid. Roll a 4 or higher with a six-sided die to activate this ability, you may only add one Infantry Force and one Cavalry Force to your army. Forces can be taken from no more than two zones away from the contested zone, and may only be added during the Movement Phase. Can only be used once every other round.
Infantry Forces -
Scouts, Grunts(First Upgrade), Tauren Warriors(Second Upgrade)
Cavalry Forces -
Kodos, Outrunners(First Upgrade), Raiders(Second Upgrade)
Artillery Forces -
Catapults, Destroyers(First Upgrade), Blade Throwers(Second Upgrade)
Heroes -
Warchief Thrall, Vol'jin, Lady Sylvanas Windrunner, High Chieftain Cairne Bloodhoof, Regent-Lord Lor'Themar Theron
The Burning Legion
-
Starts in Blasted Lands, Mount Hyjal or The Dragonblight
Benefit -
Through the Nether - Your armies are able to move in a wider range. Armies may move three forces to an adjacent zone without using an extra turn. This may only be used during the Battle Phase of a player's turn.
Specialty -
Influence by Subversion - Use to convert a defending army to your cause. Roll higher than an opponent with six-sided dice to convert the army. Equal rolls result in failure. Can only be used once every other round.
Infantry Forces -
Voidwalkers, Felguards(First Upgrade), Infernals(Second Upgrade)
Cavalry Forces -
Felhounds, Satyrs(First Upgrade), Wrathguards(Second Upgrade)
Artillery Forces -
Fel Cannons, Infernal Juggernauts(First Upgrade), Fel Reavers(Second Upgrade)
Heroes -
Kil'Jaeden the Deceiver, Azgalor, Mephistroth, Doom Lord Kazzak, Sargeras
The Undead Scourge
-
Starts in Icecrown Glacier, Desolace, or Eastern Plaguelands
Benefit -
Will of the Lich King - Your armies can route retreating forces, destroying two additional Infantry Forces of the opponent.
Specialty -
Raise the Dead - Add forces to your army after a victorious battle. Roll against the opposing player to raise a force of your choice. You must roll higher than the opposing player with six-sided dice to raise a force. Equal rolls result in failure. Only one force may be raised. Can only be used once every other round.
Infantry Forces -
Ghouls, Nerubians(First Upgrade), Ymirjar Destroyers(Second Upgrade)
Cavalry Forces -
Banshees, Dark Riders(First Upgrade), Death Knights(Second Upgrade)
Artillery Forces -
Abominations, Meat Wagons(First Upgrade), Flesh Behemoths(Second Upgrade)
Heroes -
The Lich King, Kel'Thuzad, Anub'Arak, Sindragosa, Baron Rivendare
The Old Gods
-
Starts in Silithus, The Burning Steppes, or The Storm Peaks
Benefit -
Blessing of the Old Gods - While attacking, Infantry Forces gain +2 strength, while defending Cavalry Forces gain +2 strength, and while retreating Artillery Forces gain +2 strength. Additional strength is nullified if the force to be modified is already at the maximum strength.
Specialty -
Power of the Old Gods - Use to purge a target zone of enemy forces. Roll against the opposing player with six-sided dice. Equal rolls result in failure to completely purge. In the resulting failure, the enemy army must destroy 1 Infantry Force, 1 Cavalry Force, and 1 Artillery Force, and you must do the same. Can only be used once every 8 rounds. Any zone successfully purged in this way cannot be entered by any army for one round.
Infantry Forces -
Lava Reavers, Obsidian Destroyers(First Upgrade), Faceless Ones(Second Upgrade)
Cavalry Forces -
Core Hounds, Qiraji Stingers(First Upgrade), Arachnopod Destroyers(Second Upgrade)
Artillery Forces -
Firebat, Qiraji Drones(First Upgrade), Molten Colossi(Second Upgrade)
Heroes -
Ragnaros the Firelord, Prince Thunderaan, The Twin Emperors, General Vezax, Ossirian the Unscarred
Post by
HiVolt
Advanced Descriptions:
Battling:
Battles are calculated by rolls with the 20-sided dice, as many as are needed to account for the strength of the armies
(1-12 = 1 die; 12-32 = two dice; 32-52 = three dice; 52+ = four dice)
. Opposing armies must roll a number greater than or equal to the strength of the enemy army to claim victory in a battle. The defeated army may either retreat or stay to contest the zone. The victor of the battle will always take control of the zone and become the defender for the next battle if the army stays in the zone.
If the rolls are equal and do not equal the strength of the armies, each player must destroy two forces from the army as a cost of the battle.
If the rolls are equal and both match or surpass the strength of either army, both armies are destroyed, and the zone remains unclaimed.
If the rolls are unequal and do not equal the strength of the armies, the difference is taken of the rolls and the subtrahend is used to calculate the remaining strength of the armies. If the subtrahend is an odd number, the high-roller takes a higher force strength.
If the rolls are unequal and equal or surpass the strength of the armies, the difference between the rolls is the remainder of forces that the high-roller retains.
Retreating:
Retreating is calculated by a roll from two six-sided dice by each player involved in the conflict. If the player wishing to retreat rolls higher than the opponent, the player's army is allowed to retreat, but the player must destroy one or more forces of his fleeing army. The number destroyed is determined by roll of the opponent. The roll of the opponent equals the strength of the forces that must be destroyed. Retreats may only be initiated during the Battle Phase. Retreating armies may only retreat to an adjacent zone controlled by the owner of the army, during the Ending Phase.
Force Strength:
The strength of an army is determined by the forces contained within. Each upgrade raises the strength of it's corresponding force by one.
Infantry Forces - 1/2/3
Cavalry Forces - 2/3/4
Artillery Forces - 3/4/5
Minimum Army Strength - 1(1 non-ugraded Infantry Force)
Maximum Army Strength - 60(5 of each force, fully upgraded)
Upgrading:
Upgrades come in sets, but each Upgrade can be purchased separately from the others(You may purchase the Infantry Force Upgrade separately from the Cavalry and Artillery Force Upgrades). The first Upgrade set becomes available after the player wishing to purchase it has controlled at least 9 zones for one round of play. The second Upgrade set becomes available after the player wishing to purchase it has controlled 18 zones for one round of play. Before purchasing any Upgrade from the second set, a player must purchase all Upgrades from the first set.
Summoned Forces:
Some Heroes have the ability to summon forces to aid the army they travel with, and some Conqueror Cards also have the ability to summon forces to aid a selected army. These forces count towards the force strength of the army, and are represented by Summoned Force Tokens. Their strength is equal to other forces of the same type. Summoned forces must be destroyed during the Ending Phase of a player's turn.
Post by
HiVolt
Claiming Zones:
If a zone is unclaimed, it becomes owned by the first army to move to it. If a zone is claimed, for it to be captured, combat must be initiated in order to claim it, unless it is unguarded. Unguarded zones will become the property of the invading force after one round of play if no player attempts to defend it. Unguarded zones may be fought for by players who do not own the zone.
Example: The Horde controls The Barrens, the Horde player removes the army from the zone. The Burning Crusade invades to capture. The Alliance player moves to contest the invading army. The Alliance wins the battle, thus claiming the zone.
The first army to move into the zone will always be the defender. Once a zone is captured, the player places a control flag to indicate ownership. Zones are given ownership after the end of the current player's turn.
Neutral Heroes:
Neutral Heroes may be purchased by any player, but cannot be selected as the starting hero. Purchasing Neutral Heroes works on the "first come, first served" basis.
- Neutral Heroes List -
Brewmaster Chen Stormstout, Deathwing, Alexastra the Dragonqueen, Cenarius, Akama, A'dal, Highlord Darion Mograine, Rhonin, Khadgar, Warden Maiev Shadowsong, Nexus Prince Haramad, Tirion Fordring
Gold:
Everything that a player is allowed to acquire except zones and a starting hero, has a gold cost. Players are given 5000 gold
(2-1000p, 4-500p, 6-100p, 8-50p)
at the start of the game. At no point is more gold given to a player, without reason. Players may earn gold after winning a battle, defeating an opposing player, or by playing a certain Conqueror Card. For every battle a player loses, that player must surrender 100 gold to the victor. If a player is completely defeated, that player must surrender all of his/her remaining gold to the conqueror.
Infantry Force Cost - 100 Gold(Initial), 150 Gold(First Upgrade), 200 Gold(Second Upgrade)
Cavalry Force Cost - 150 Gold(Initial), 200 Gold(First Upgrade), 250 Gold(Second Upgrade)
Artillery Force Cost - 250 Gold(Initial), 350 Gold(First Upgrade), 450 Gold(Second Upgrade)
Conqueror Card Cost - 50 Gold
Hero Cost - Free(Initial), 500 Gold(First Upgrade), 1000 Gold(Second Upgrade)
Hero Abilities:
Varian/Thrall/Sargeras/Lich King/Vezax -
Opponents attacking, defending, or retreating against the army accompanying this hero must roll 4 higher than they normally would.
Bronzebeard/Vol'jin/Kil'jaeden/Kel'Thuzad/Ossirian -
Attacks, Defenses, and Retreats made with the army accompanying this hero destroy one opposing Infantry Force.
Tyrande/Sylvanas/Mephistroth/Sindragosa/Ragnaros -
Attacks, Defenses, and Retreats made with the army accompanying this hero destroy one opposing Artillery Force.
Mekkatorque/Cairne/Azgalor/Anub'Arak/Thunderaan -
Attacks, Defenses, and Retreats made with the army accompanying this hero destroy one opposing Cavalry Force.
Velen/Lor'Themar/Kazzak/Falric/Emperors -
Attacks, Defenses and Retreats made with the army accompanying this hero may roll 4 less than they normally would.
Stormstout/Akama/A'dal/Tirion -
When attacking or defending the army accompanying this hero may summon 2 Infantry reinforcements to aid them.
Deathwing/Alexastra/Cenarius/Darion -
When attacking or defending the army accompanying this hero may summon 2 Cavalry reinforcements to aid them.
Rhonin/Khadgar/Maiev/Haramad -
When attacking or defending the army accompanying this hero may summon 2 Artillery reinforcements to aid them
.
Conqueror Cards:
Conqueror Cards are cards that serve a particular function for the army that possesses them. They are dealt to each player at the beginning of the game. Once a Conqueror Card is used, it must be discarded, more can be bought during a player's turn. A player may only hold six Concueror Cards at one time.
- Card List -
Goblin Zeppelin(4) -
Allows a force to move through 2 zones in a single turn without combat.
Heavy Armor(8) -
When defending, reduce the roll of the opponent by 2.
Sharpened Blades(8) -
When attacking reduce the roll of the opponent by 2.
Swift Mounts(8) -
When retreating reduce the roll of the opponent by 2.
Volley(4) -
When attacking or defending, remove one opposing Artillery Force.
Charge(4) -
When attacking or defending, remove one opposing Infantry Force.
Barrage(4) -
When attacking or defending, remove one opposing Cavalry Force.
Necromancer(2) -
Allows for one Infantry Force to be regained after a victorious battle.
Beastmaster(2) -
Allows for one Cavalry Force to be regained after a victorious battle.
Engineer(2) -
Allows for one Artillery Force to be regained after a victorious battle.
Mountain Pass(6) -
Allows for retreat without the loss of forces.
Surrounded(4) -
Thwarts the retreat of an opposing army.
Gunship(4) -
Adds +2 Summoned Artillery Forces to an attacking force.
Ogres(4) -
Adds +2 Summoned Infantry Forces to an attacking force.
Centaurs(4) -
Adds +2 Summoned Cavalry Forces to an attacking force.
Siege Tower(4) -
Adds +2 Summoned Artillery Forces to a defending force.
Pandaren Warriors(4) -
Adds +2 Summoned Infantry Forces to a defending force.
Dryads(4) -
Adds +2 Summoned Cavalry Forces to a defending force.
Treasure Chest(8) -
Gain 50 Gold.
Trade Route(6) -
Gain 100 Gold.
Gold Deposit(4) -
Gain 500 Gold.
Gold Mine(2) -
Gain 1000 Gold.
Post by
HiVolt
Okay, now for my reason of posting this on the L&RP forums, and if any moderator thinks it should be moved, I will gladly do so. Anyway, I need some suggestions. I would like for this to be playable for more than 4 people at a time, so I would love to have some faction suggestions. Also, if you think you have a better idea for any of the heroes/forces/conqueror cards/etc., please tell me.
Please submit Faction ideas in this format:
Faction Name
-
Starting Zones
Benefit -
Function
Specialty -
Function
Infantry Forces -
Unit Names
Cavalry Forces -
Unit Names
Artillery Forces -
Unit Names
Heroes -
Unit Names
Also, if you like the idea, let me know. If you don't like it, let me know. I'm accepting any and all suggestions. Also, if you have any questions about anything contained in the above posts, please feel free to ask.
Post by
Queggy
I think it sounds brilliant, I would buy this game!
For faction stuff:
The Qiraji -
Must start in Tanaris, Silithus, or Feralas.
Benefit -
Chitinous Carapace -
All units have their defense increased by +5.
Specialty -
Call upon C'Thun -
Attempt to call upon the power of C'Thun to aid you in battle. Roll against the player that you wish to attack with C'Thun. You must roll higher than the opposing player with 2d6 to use C'Thun. Equal rolls result in a percentage of your force being destroyed. Victory results in instant annihilation of opposing force. Can only be used once every game.
Infantry Forces -
Imperial Qiraji Destroyer
,
Qiraji Gladiator
, and
Qiraji Tank
.
Cavalry Forces -
Qiraji Drone
,
Qiraji Swarmguard
, and
Qiraji Wasp
.
Artillery Forces -
Qiraji Brainwasher
,
Qiraji Lasher
, and
Qiraji Mindslayer
.
Heroes -
Emperor Vek'lor
,
General Rajaxx
, the
Prophet Skeram
,
Captain Drenn
, and
Battleguard Sartura
.
Their specialty might need to be twinked or changed, it's probably too powerful.
:P
Post by
138638
This post was from a user who has deleted their account.
Post by
HiVolt
Very well like complicated for me i PERSONALLY wouldn't buy this as i don't play Board Game RP but i think it would sell make sure you copyright it before Blizz nab it!
I honestly wouldn't care if they did. I'd love to see this game made. Sure I'd like to see some scratch for it, but I've just always wanted to see a board game that goes into this much complexity.
The Qiraji - Must start in Tanaris, Silithus, or Feralas.
Benefit - Chitinous Carapace - All units have their defense increased by +5.
Specialty - Call upon C'Thun - Attempt to call upon the power of C'Thun to aid you in battle. Roll against the player that you wish to attack with C'Thun. You must roll higher than the opposing player with 2d6 to use C'Thun. Equal rolls result in a percentage of your force being destroyed. Victory results in instant annihilation of opposing force. Can only be used once every game.
Infantry Forces - Imperial Qiraji Destroyer, Qiraji Gladiator, and Qiraji Tank.
Cavalry Forces - Qiraji Drone, Qiraji Swarmguard, and Qiraji Wasp.
Artillery Forces - Qiraji Brainwasher, Qiraji Lasher, and Qiraji Mindslayer.
Heroes - Emperor Vek'lor, General Rajaxx, the Prophet Skeram, Captain Drenn, and Battleguard Sartura.
While I like this idea, there are a couple of things that don't really work for me.
I'd like each of the starting zones to be on separate continents. I know that doesn't work lore-wise with the Qiraji, but we could ramp this up to the Old Gods, and it could fit.
The defense thing, did you mean adding +5 forces while defending? If so, what kind of forces? If not, what exactly did you mean?
I like the once-per-game use of the specialty, but I was thinking that specialties could be used more than once per game.
Great choices on the Forces and on the heroes, but we need 1 more hero for it.
Post by
HiVolt
I just want to add, that my original idea called for 14 playable factions, but then specialties and benefits started to overlap essentially, not to mention the trouble I had finding heroes and separate forces units.
They were - The Orcs, The Trolls, The Tauren, The Forsaken, The Blood Elves, The Humans, The Dwarves, The Gnomes, The Night Elves, The Draenei, The Burning Legion, The Undead Scourge, The Goblins, and The Pandaren.
I also had more types of forces in mind, but I thought it would get cluttered. Each of them had strengths and weaknesses against other types of forces, but that ended up making battles far more complicated than even now.
The original force types were - Infantry Forces, Ranged Infantry Forces, Support Forces, Cavalry Forces, Artillery Forces, Air Forces, Air Support Forces, and Water Forces.
If anyone can come up with good unique benefits and specialties for the factions listed, or can come up with names for the units in the different force types, I may revise all of this to include them. I'd really like to include Air Forces and Water Forces, but I've had too much trouble thinking them up.
Also, if anyone has a good hero for the Scourge to replace Captain Falric, I'll take it gladly. He just doesn't seem epic enough.
EDIT: Fix'd Captain Falric is now Baron Rivendare.
Would also like suggestions for a replacement Cavalry Forces for Banshees, Satyrs, and Wrathguards.
Post by
Queggy
I'd like each of the starting zones to be on separate continents. I know that doesn't work lore-wise with the Qiraji, but we could ramp this up to the Old Gods, and it could fit.
You mean an Old God force? Wouldn't that be kind of OP?
The defense thing, did you mean adding +5 forces while defending? If so, what kind of forces? If not, what exactly did you mean?+5 to any Qiraji force that is defending. Although . . . +5 might be OP, so that could be changed to like +2 or something . . .
I like the once-per-game use of the specialty, but I was thinking that specialties could be used more than once per game.
For the other specialties, yes. But I just kind of thought that the ability to completely annihalate the enemy force was too OP for more than once per game. That's also why I added in the chance of losing some of your own forces if you lose the roll.
Great choices on the Forces and on the heroes, but we need 1 more hero for it.
How about
Vek'nilash
? He's the other emperor.
Post by
HiVolt
You mean an Old God force? Wouldn't that be kind of OP?No way, we've already got the Burning Legion up there, so long as it's limited it'll be fine. I don't necessarily mean to add more types of each force, but keep it the same and call it the Old Gods instead of the Qiraji. Kinda gives a middle-finger to Yoggy, but it stays balanced. Or we could rename some of the forces and heroes to include some of the things that Yogg-Saron controls.
Take the Undead Scourge faction for example: "Infantry Forces -
Ghouls, Nerubians(First Upgrade), Ymirjar Destroyers(Second Upgrade)
"
I list the weakest ones first, the ones we can see all over the place, then move on to things we see more of in EPL and Northrend, and then Northrend alone.
+5 to any Qiraji force that is defending. Although . . . +5 might be OP, so that could be changed to like +2 or something . .
Yeah +5 is a little high, +2 is good. But does that mean +2 Infantry, +2 Cavalry, or +2 Artillery... or +2 to all... cause that's still kinda OP.
For the other specialties, yes. But I just kind of thought that the ability to completely annihalate the enemy force was too OP for more than once per game. That's also why I added in the chance of losing some of your own forces if you lose the roll.
I think the chance to lose your own forces balances it pretty well... and if it's only Forces being destroyed, you need to speciy how many, and of what type. If it's armies on the other hand, that is kinda OP, and the once per game rule is pretty good. How about once every 10 rounds?
How about
Vek'nilash
? He's the other emperor.
Perfect.
Post by
Queggy
I've got to run right now, but I'm going to (try to) reply to your comments late tonight.
:)
Post by
HiVolt
I've got to run right now, but I'm going to (try to) reply to your comments late tonight.
:)
Okay, as soon as we get all of it ironed out, I'll definitely add it in.
Post by
Queggy
Ok.
No way, we've already got the Burning Legion up there, so long as it's limited it'll be fine. I don't necessarily mean to add more types of each force, but keep it the same and call it the Old Gods instead of the Qiraji. Kinda gives a middle-finger to Yoggy, but it stays balanced. Or we could rename some of the forces and heroes to include some of the things that Yogg-Saron controls.
Take the Undead Scourge faction for example: "Infantry Forces - Ghouls, Nerubians(First Upgrade), Ymirjar Destroyers(Second Upgrade)"
I list the weakest ones first, the ones we can see all over the place, then move on to things we see more of in EPL and Northrend, and then Northrend alone.
Yeah . . . but about them starting in different continents, does it have to be three? 'Cause we only know the locations of two Old Gods . . . And what forces would we add to make it more of an Old God faction and not a Qiraji faction?
Yeah +5 is a little high, +2 is good. But does that mean +2 Infantry, +2 Cavalry, or +2 Artillery... or +2 to all... cause that's still kinda OP.
Well, it depends on the other factors involved. If it ends up being in a Qiraji faction, then they only start on one continent, so maybe they need that bonus? Or, depending on the power of their "Special", maybe it needs to be +2. If not, then how about +2 to Infantry?
I think the chance to lose your own forces balances it pretty well... and if it's only Forces being destroyed, you need to speciy how many, and of what type. If it's armies on the other hand, that is kinda OP, and the once per game rule is pretty good. How about once every 10 rounds?
Yeah, once per 10 rounds, and only against the force you are moving against in that turn, not the whole army. That sound good to you? Or, I suppose you could say it completely wipes out any enemy in the territory you are trying to gain . . . For example, the Qiraji are in EPL and the Horde are in WPL. The Qiraji make a move against the Horde and use
Call of C'thun
. Then all Horde forces in WPL are wiped out and the Qiraji can't use that until another 10 turns are up. And if the Qiraji forces roll less than or equal to the horde forces, than the Qiraji forces lose an amount of their force proportionate to the amount that they lost the roll by.
Perfect.
Woot.
Post by
386345
This post was from a user who has deleted their account.
Post by
HiVolt
Yeah . . . but about them starting in different continents, does it have to be three? 'Cause we only know the locations of two Old Gods . . . And what forces would we add to make it more of an Old God faction and not a Qiraji faction?I just had an idea for the three continents. The Old Gods are the masters of the Elemental Lords right? Why don't we remove Ragnaros as a Neutral Hero and put some of his forces into it. I know he's not an Old God, but he was under the control of them at one time, I'm sure. That way we could put in the starting locations at The Burning Steppes, Silithus, and The Storm Peaks.
Then the heroes could be something like this:
Heroes - Ragnaros the Firelord, The Twin Emporers, General Vezax, Ossirian the Unscarred, and Prince Thunderaan.
The force units would be something like this:
Infantry Forces - Lava Reavers, Obsidian Destroyers, Faceless Ones
Cavalry Forces - Core Hounds, Qiraji Stingers, Iron Giants
Artillery Forces - (Insert force names)
I know doing this would probably have to make a name change to the Specialty, but I think it would work well this way. I know you can think of better force names and heroes than I can, you've proven it, so please do.
Well, it depends on the other factors involved. If it ends up being in a Qiraji faction, then they only start on one continent, so maybe they need that bonus? Or, depending on the power of their "Special", maybe it needs to be +2. If not, then how about +2 to Infantry? If we keep it as the Qiraji, I suppose it's good as is, I'll have to think up a mechanic to balance it a bit, but it's good.
Yeah, once per 10 rounds, and only against the force you are moving against in that turn, not the whole army. That sound good to you? Or, I suppose you could say it completely wipes out any enemy in the territory you are trying to gain . . . For example, the Qiraji are in EPL and the Horde are in WPL. The Qiraji make a move against the Horde and use
Call of C'thun
. Then all Horde forces in WPL are wiped out and the Qiraji can't use that until another 10 turns are up. And if the Qiraji forces roll less than or equal to the horde forces, than the Qiraji forces lose an amount of their force proportionate to the amount that they lost the roll by. I like it, but I think there needs to be another drawback, to make it a bit more balanced. How about "any zone cleared in this manner cannot be taken until one round has passed"?
Post by
HiVolt
Well now that i think about it, if it wasnt as complicated as it is written here because it just looks like you need to of been to MIT to understand it then i would buy it if you like wrote a manual for beginners at RP Board Games (like i am) and made it simple and easy to understand then yeah i would buy it I don't think it's all that complicated really. The way I see it is it's basic math, addition and subtraction. Granted there's quite a bit of it... Maybe I could tone it down a bit. You should have seen the original idea I had though... would have needed a calculator no matter what.
And for a scourge hero iiiiim thinking Baron Rivendare why didn't anyone think of him? and for a NAME to his abilities pick one or keep 'em both He was actually one of my first choices, but I figured that Captain Falric would ring more with the Lore fiends(like me), I think I'll change it to the Baron.
Deathcharger's Flurry (Enemy Side Miss a turn?)
Runeblade's Lifesteal( for this im thinking of maybe taking away a few of Enemy's troops and then raising them into Undeath for maybe 3 turns) I like this, but I'd have to think of unique abilities for all of the heroes if I gave Rivendare one. Perhaps I'll try to do that later. If nothing else, I can add in more Neutral Heroes (Darion Mograine in the 4-set) and use something like this.
EDIT: Thunderaan and Ragnaros are NOT going to work well together if you know of Lore Ragnaros sort of weakened Thunderaan and feasted on his essence maybe roll a 6 gets a co-operation bonus giving some sort of Buff to troops and anything not a 6 gets a debuff if you have these two heroes near eachother on the board maybe they need an army between them so you don't have to roll for the buff/debuff as they are not too near eachother but this is from a Lore point of view
The reason I put in Thunderaan, is because he's more well known(Thunderfury Chain) than Al'Akir the Windlord. But as I've stated, what I've put is subject to change if I get a better suggestion. Also, I think the debuffing would work against the function of the heroes. They're supposed to only buff the armies they work with, not hinder them or any others on their team.
Post by
Queggy
I just had an idea for the three continents. The Old Gods are the masters of the Elemental Lords right? Why don't we remove Ragnaros as a Neutral Hero and put some of his forces into it. I know he's not an Old God, but he was under the control of them at one time, I'm sure. That way we could put in the starting locations at The Burning Steppes, Silithus, and The Storm Peaks.
Then the heroes could be something like this:
Heroes - Ragnaros the Firelord, The Twin Emporers, General Vezax, Ossirian the Unscarred, and Prince Thunderaan.
The force units would be something like this:
Infantry Forces - Lava Reavers, Obsidian Destroyers, Faceless Ones
Cavalry Forces - Core Hounds, Qiraji Stingers, Iron Giants
Artillery Forces - (Insert force names)
I know doing this would probably have to make a name change to the Specialty, but I think it would work well this way. I know you can think of better force names and heroes than I can, you've proven it, so please do.
Ok then. How about the Artilliery Forces can be- Firebat, Qiraji Drone, and ummm . . . I can't think of a last one . . .
Anyways, for the Specialty, maybe it could be called The Power of the Old Gods?
If we keep it as the Qiraji, I suppose it's good as is, I'll have to think up a mechanic to balance it a bit, but it's good.
Well, it looks like we're going to change it, so why not just make it that Qiraji forces get +1 when defending, Lava forces get +1 when attacking, and the others get a chance to get extra gold? I don't know . . .
I like it, but I think there needs to be another drawback, to make it a bit more balanced. How about "any zone cleared in this manner cannot be taken until one round has passed"?
Sounds good to me! The only question is, does this waiting round count as a round for the cooldown on the ability?
Post by
HiVolt
Ok then. How about the Artilliery Forces can be- Firebat, Qiraji Drone, and ummm . . . I can't think of a last one . . .
Anyways, for the Specialty, maybe it could be called The Power of the Old Gods?
Good thoughts, how about Molten Colossi as the last Artillery Force?.
Well, it looks like we're going to change it, so why not just make it that Qiraji forces get +1 when defending, Lava forces get +1 when attacking, and the others get a chance to get extra gold? I don't know . . . How about we make it +2 strength to Infantry Forces while attacking, +2 strength to Cavalry Forces while defending, and +2 strength to Artillery Forces while retreating? The extra gold might be a bit too powerful.
Sounds good to me! The only question is, does this waiting round count as a round for the cooldown on the ability? No, waiting for one round would mean that nobody would be able to enter the zone for one round, the cooldown on the ability would still be around 10 rounds, maybe 8 rounds now since we've added the zone block.
Unless I'm mistaken, or it something needs to be changed the new Faction would be this:
The Old Gods
-
Starts in Silithus, The Burning Steppes, or The Storm Peaks
Benefit - Chitinous Carapace(should we change the name?) -
While attacking, Infantry Forces gain +2 strength, while defending Cavalry Forces gain +2 strength, and while retreating Artillery Forces gain +2 strength. Additional strength is nullified if the force to be modified is already at the maximum strength.
Specialty - Power of the Old Gods -
Use to purge a target zone of enemy forces. Roll against the opposing player with six-sided dice. Equal rolls result in failure to completely purge. In the resulting failure, the enemy army must destroy 1 Infantry Force, 1 Cavalry Force, and 1 Artillery Force, and you must do the same. Can only be used once every 8 rounds. Any zone successfully purged in this way cannot be entered by any army for one round.
Infantry Forces -
Lava Reavers, Obsidian Destroyers(First Upgrade), Faceless Ones(Second Upgrade)
Cavalry Forces -
Core Hounds, Qiraji Stingers(First Upgrade), Iron Giants(Second Upgrade)
Artillery Forces -
Firebat, Qiraji Drones(First Upgrade), Molten Colossi(Second Upgrade)
Heroes -
Ragnaros the Firelord, Prince Thunderaan, The Twin Emperors, General Vezax, Ossirian the Unscarred
Post by
Queggy
I suppose Chitinous Carapace could be changed to Blessing of the Old Gods or some-such.
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