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Redwarsocia, the game
#1
Anyone interested in playing Saga in the land of Redwarsocia, then please let me know.
Had a quick conversation with Ben about what figures to use, and we thought it would be interesting to use his Dwarf figures, but a Viking battleboard. This may just open up Saga to new players that can't afford yet another army!

So if you are interested this is what i need.

Each player starts with 20 gold.
1pt of Saga troops 1 gold
1 ship 1 gold
1 mystery strategy card 1 gold

You start with 6 settlements, randomised from the following

Town generates 1 gold
Farm generates 1 gold and 1 supply
Metalsmith generates 1 gold and 1 free pt of troops
Wood generates 1 gold and 1 free ship
Mine generates 2 gold

Just tell me your faction, leaders name and your point allocation.
Troops must be in bands of between 1 and 7 pts, and have a named warlord.
You must have an ambassador and band of betwwen 1 and 4 pts in the Capital

Pm mw with lists or questions, so anything you do is secret!

More info to follow
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
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#2
I'm in Steve, will PM my intentions...
History is written by the victors - Sir Winston Churchill
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#3
I'm in as well, I will go with the Welsh. Leader is Cadell ap Elisedd, points spent I will PM you Steve
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#4
I'll go Vikings - will work out points and PM you as well.
Figures painted in 2016: 4 Blush
"What this game needs is a panda with a chaingun."
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#5
Ok the rules

The campaign is played in 8 rounds, each round is a realtime month.
Each round consists of 4 turns, each turn is 1 real week
Movement.

Each warband can move once per turn. A movement is town to road, or road to town. So to go from one town to another town would be 2 moves, and take 2 weeks.
If at any point you meet another factions warband, then a game of Saga will ensue.
Weather is determined on the first of the month, and is in effect for the whole month.
Sunny has no effect.
Rain will half movement, and sea movement may cause losses due to storms.
Snow stops all movement.
From the 1st of December until the 1st of March is considered Winter, and end of round, until new round starts in March.
Ships can move from port to sea, or sea to sea,or sea to port. Ships can only land in a friendly or undefended port.
A ship can carry a Warlord and up to 4 pts.
Movement at sea during rain will cause 1pt to be lost at sea, for each turn the ships are at sea.

You start with 6 settlements

1 capital, which is fortified and generates 1 gold.
1 port, which counts as a wood settlement.
4 randomly determined settlements from the following

Mine generates 3 gold
Wood generates 1 gold plus a free ship
Metal generates 1 gold plus a free pt of troops
Farm generates 1 gold plus 1 supply pt.

At the end of the campaign year, you generate resources, and each warband must be allocated a supply pt for the coming year or looses 2 pts of troops.


You can spend gold on
1 gold for 1pt of troops
1 gold for a ship
1 gold per supply pt
1 gold for a random event

Random events can be used before a battle, and can be played on either yourself or your opponent.
I will post the possible events in a separate post.

For each battle, a random Saga scenario is choosen, and the normal victory conditions for that scenario apply.
In a draw, both players loose 1pt and retire 1 move.
If you loose, your warband looses 2pts
If you are tabled you loose 3pts.
In each case the loosing warband retires.

If a Warlord wins 3 victories in a row, he becomes noted, and can counter an event card, once per battle
5 victories in a row, he becomes famous, and can counter an event, and gains a free event card
10 victories in a row, he becomes Legendary, he can counter, gains free event and gains 1pt of troops, as everyone loves a winner!

Each Warband must have a named Warlord
You will be given a map which will show your territory and the capital. The rest will be blank, and can be filled in once you explore.

To save time I will role all random rolls.

A week will be monday until friday, you pm me with your orders during that time, that gives me the weekend to mess up your plans, and pm you back with consequences.

The first turn will start the first of April, no joke!
In the entrance of fairness, I will move my troops before seeing any other orders, and am not allowed events, unless a warlord gains some.
When you pm me, just title it Redwarsocia, so i know its a game turn.

I think thats everything!
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
Malifaux - Gremlins
Guildball - Butchers
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#6
Events

Ambushed by bandits..... Warband looses 1pt of troops
Chasing outlaws...............warband looses 1pt of troops for 1 battle only
Baggage found..................2 warbands supplied for a year
Baggage stolen..................player looses 1 gold
Sovereign unhappy...........1 warlord plus his warband are recalled to their capital., then looses 1 pt
Sovereign happy................1 warlord plus his warband are recalled to capital, then gains 1pt
Spy....................................... choose a settlement, and receive information about the amount of pts there plus the faction
New Heir born.....................All of one factions warbands are recalled to their own land for celebrations.
Peace initiative...................Warband may move past another warband, without fighting.
Treasure found....................gain 2 gold
Militia recruited...................warband gains 1pt
Mercenaries recruited..........warband gains 1pt, for one battle only
Bribed....................................warband looses 1pt, for one battle only
Traitors..................................once per Saga turn, when an enemy unit is activated, you get to control them instead on a 5+
Disease.................................warband looses 1 pt
New skills.............................change a settlement to any settlement
Desertion..............................warband looses 1pt
Grateful population..............warband gains 1 pt
Not impressed......................cancel a Warlords rank bonus, this battle only
Starstruck.............................if your Warlord outranks the opposite Warlord,then the opposite warband retreats one move instead of fighting.
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
Malifaux - Gremlins
Guildball - Butchers
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#7
The Capital

The Capital is a walled city, with access through 4 gates. The city itself is split into 31 districts.
To control the land, you need to control the city.
This is achieved by controlling at least 13 districts and 4 of the 6 important buildings.
You control a district by being the last , or current player to have a warband in that district.
You may split Warbands inside the city.
Mobs roam the city, and if you encounter one, you fight them with a game of Saga, the mob can be played by any other player.
Mobs can spread unrest, and a district with a mob in it, is no longer under control.
At the start of the game , the central district, which contains Itchianus's Black Citadel, has a 4pt Mob.
4 other randomly decided disticts will have 2pt Mobs in each.
After each turn a d6 will be thrown for each Mob.
1 or a 2, the Mob looses 1pt, as people return to their homes.
3, or a 4, the mob remains where it is
5 or a 6, and the mob gains a pt, and each adjoining district will get a 1pt mob.

The four gates to the city are presently open but can be closed by a controlling player.

All movement within the city will be relayed to all players, as your Ambassadors receive news.
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
Malifaux - Gremlins
Guildball - Butchers
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#8
And as I know all your starting settlements, here is mine , to make it fair!

Capital - generates 2 gold per month
Port - generates 1 gold per month, and a ship per year
Town - generates 1 gold per month
Metal - generates 1 gold per month, and 1pt of troops per year
Metal - generates 1 gold per month, and 1pt of troops per year
Town - generates 1 gold per month

With my 20 starting gold, I begin with

27 gold, 1 ship, and 2pts of troops
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
Malifaux - Gremlins
Guildball - Butchers
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#9
After discussion and a think, ships can now attempt to land anywhere, but must roll a d6.
1 no landing
2 no landing
3 beached, so landed but ships destroyed
4+ safe landing.
Flames of War- Irish Guards Bloodbowl- Orcs, Humans
Cutlass- Teddy Bear Pirates Warhammer- Bretonnia
6mm WW2- XXX Corps 28mm WW2- Rules of Engagement, Bolt Action, Chain of Command
28mm Zulu War- Still painting !! SAGA Normans, Saracens
Bolt Action - German and British Infantry
Malifaux - Gremlins
Guildball - Butchers
Reply
#10
Hi Steve couldn't see anything on the PM you sent me, it was just blank. Could you resend it please?
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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