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WitBP Map - Turn 02-03

Posted: Mon Apr 01, 2013 6:31 am
by The GM
Here are the results from Turn 02. Happy conquering everyone.

Image

Re: WitBP Map - Turn 02-03

Posted: Mon Apr 01, 2013 9:33 am
by job
Argyll's Rangers - Start Building in Hex 03.02 but must first fight The Despoiler Horde.
You forgot to put a town in my other hex. 03.02

Re: WitBP Map - Turn 02-03

Posted: Tue Apr 02, 2013 11:57 am
by The GM
job wrote:
Argyll's Rangers - Start Building in Hex 03.02 but must first fight The Despoiler Horde.
You forgot to put a town in my other hex. 03.02
Fixed it.

Re: WitBP Map - Turn 02-03

Posted: Tue Apr 02, 2013 2:19 pm
by job
Thank you, GM! :)

Re: WitBP Map - Turn 02-03

Posted: Wed Apr 03, 2013 7:33 am
by asch
It seems you forgot to take Hex 07.05 into your vermins' territory.

Re: WitBP Map - Turn 02-03

Posted: Wed Apr 03, 2013 10:02 am
by job
That, or the merchants of Hexenheim and the rats are in league.

Re: WitBP Map - Turn 02-03

Posted: Wed Apr 03, 2013 11:29 am
by asch
job wrote:That, or the merchants of Hexenheim and the rats are in league.
Aha! I've missed the rule that some alliance lead to armies moving through other player's hexes without capturing it.

Re: WitBP Map - Turn 02-03

Posted: Wed Apr 03, 2013 11:58 am
by job
If that is the case, I fear for Hexenheim. There is no telling whether the rats are being used or will betray them!

Re: WitBP Map - Turn 02-03

Posted: Sat Apr 06, 2013 3:20 am
by YellowStreak
I mean to post something last turn, just FYI for all.

In the spirit of the wandering nature of Ogres, my army movement (since last turn) is randomized, with an emphasis on moving into new hexes (not under my control). This doesn't include if someone attacks my capital or I get a secret plot clue that involves a specific location.

My random chart also includes standing still, which then becomes a random roll for building towns, fortifying, searching, etc.