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10.11.2020 - 13:36


A Song of Ice and Fire

Be part one of the Known World civilizations and join the struggle for power!





Settings
This scenario must be played with 15 players split betweem 4 teams (Loyalists, Rebels, Targaryen Dynasty, and Known World).

Suggested turn duration: 4 minutes.
Suggested alliance limit: 4 allies.
Victory condition: capture whole country.
Max. game duration: 50 turns.









Rules
Rules must be followed strictly. Breaking it might result in ban.

    1) The Vale, Iron Islands, Dorne, Pentos, and Meereen can't be walled while neutral;
    2) Lannisters and Tully can't fight in Westeros land before turn 9 (only naval warfare is allowed);
    3) The Great Pyramid of Meereen can't be attacked before turn 9;
    4) Nightfort can't be attacked if Night's Watch still in control of Castle Black.





Event list
A Song of Ice and Fire covers a merged version of George R. R. Martin were the HBO series and all the books (including The Winds of Winter) are combined to give birth to this scenario.

Turn 3 - Robert's Rebellion
    House Targaryen will receive support from Lords Fell, Tarly, Connington, Mooton and Darry on Riverlands, Reach and the Stormlands.
    Slave Masters gets slave ships near Summer Islands in order to capture natives.

Turn 7 - Targaryen exile and Greyjoy Rebellion
    House Targaryen gets exiled units in Pentos, and control over the Iron Islands.
    House Baratheon gets Dragonstone.
    Rhoynar Alliance gets control of Wildling warbands beyond the Wall.

Turn 9 - A Game of Thrones
    House Targaryen marries Khal Drogo and his khalasar waits for orders in Flatlands.
    House Tully gets control over the Vale of Arryn.
    White Walkers awakens in the Lands of Always Winter.

Turn 13 - A Clash of Kings
    House Targaryen gets ironborn raiders across the northern coastlands.
    White Walkers awakens in the Lands of Always Winter.

Turn 15 - A Storm of Swords
    House Lannister gets control of The Twins.
    Rhoynar Alliance receives clanmen and giants fleeing from the undead hordes.
    White Walkers awakens in the Lands of Always Winter.

Turn 17 - A Feast for Crows
    House Targaryen gets ironborn raiders across the Reach coast and The Arbor.
    House Tyrell besieges Dragonstone.
    White Walkers awakens in the Lands of Always Winter.

Turn 19 - A Dance with Dragons
    House Targaryen have Drogo, Rhaegal and Viserion reaching adulthood and the Faith Militant uprising at King's Landing.
    House Baratheon have King Stannis I arriving at the Wall.
    House Lannister receives support from House Umber at Last Heath and House Bolton at Dreadfort.
    Rhoynar Alliance gets the King-Beyond-the-Wall and his army ready to attack the Wall.
    White Walkers awakens in the Lands of Always Winter.

Turn 24 - The Winds of Winter
    House Targaryen gets support from House Martell and control over Dorne, and the Golden Company near Myr.
    White Walkers awakens in the Lands of Always Winter alongside the Night King.





Guide
Team 1: Loyalists
House Lannister
Strategies: Imperialist, Great Combinator, Relentless Attack.
Difficulty: 2/5
Priorities: Use Raise the Banner unit to expand at first and make sure you have King's Landing under control before House Baratheon takes it.

House Tyrell
Strategies: Imperialist, Great Combinator, Relentless Attack.
Difficulty: 2.5/5
Priorities: Use Raise the Banner unit to expand at first and help Lannisters fight Baratheon/Targaryen and secure King's Landing as soon as possible.

Braavos
Strategies: Blitzkrieg, Naval Commander, Lucky Bastard.
Difficulty: 2.5/5
Priorities: Make sure you have enough money to fund Lannister or Tyrell if necessary. Braavos must take the Trade Goods unit from the sea lane he has using Merchant Ships and suicide those units on the "Trade" node north of his capital in order to reduce his upkeep. This Trade Goods will show up constantly, so it's good to always keep an eye on that lane.

Lys & Tyrosh
Strategies: Imperialist, Naval Commander, Perfect Defence, Great Combinator.
Difficulty: 2.5/5
Priorities: Expand as soon as possible to the Disputed Lands, Stepstones and Summer Islands. You will get Slaves units across the southern tropical lands, so make sure you have at least 2-3 Slave Ships ready to transport those units and suicide them at the "Slave Trade" nodes.



Team 2: Rebels
House Stark
Strategies: Imperialist, Naval Commander, Great Combinator, Relentless Attack, Hybrid Warfare, Guerrilla Warfare.
Difficulty: 1/5
Priorities: Must help the Night's Watch fight off wildlings and the undead, and/or send units to fight in the South. Might be a wise decision to eliminate braavosi ships nearby.

House Baratheon
Strategies: Iron Fist, Perfect Defence, Great Combinator, Naval Commander.
Difficulty: 3/5
Priorities: Capture King's Landing as soon as possible.

House Tully
Strategies: Imperialist, Iron Fist, Perfect Defence.
Difficulty: 2.5/5
Priorities: Help Baratheon on the fight against Targaryens and make sure you dont lose the Vale of Arryn.

Volantis
Strategies: Imperialist, Relentless Attack, Naval Commander.
Difficulty: 3.5/5
Priorities: Expand as soon as possible to the Disputed Lands, Thornvale, Summer Islands and/or Sothoryos. You will get Slaves units across the southern tropical lands, so make sure you have at least 2-3 Slave Ships ready to transport those units and suicide them at the "Slave Trade" nodes.

Night's Watch
Strategies: Perfect Defence, Great Combinator, Imperialist.
Difficulty: 3/5
Priorities: Hold your lands at all cost and make sure to expand to the lands beyond the Wall. Make walls with everything you have.



Team 3: Targaryen Dynasty
House Targaryen
Strategies: Imperialist, Naval Commander, Great Combinator, Perfect Defence.
Difficulty: 4/5
Priorities: Hold King's Landing as long as you can, secure Meereen turn 9 using Drogo's Khalasar and once you get it, do not lose Pentos.

Rhoynar Alliance
Strategies: Relentless Attack, Guerrilla Warfare, Great Combinator.
Difficulty: 2/5
Priorities: Stop the Dothraki advance in eastern Essos, help Targaryens secure Pentos, and rush Sarne Delta. Use your events beyond the Wall to boost your economy, don't think you have to kill the Night's Watch or the White Walkers, thats not your role and will make you only lose money.

Myr
Strategies: Relentless Attack, Guerrilla Warfare, Great Combinator, Imperialist, Naval Commander.
Difficulty: 2/5
Priorities: Your main objective is to help House Targaryen and leave room for you team expansion in Essos. You will get Slaves units across the southern tropical lands, so make sure you have at least 2-3 Slave Ships ready to transport those units and suicide them at the "Slave Trade" nodes.



Team 4: Known World
White Walkers
Strategies: Relentless Attack, Blitzkrieg, Imperialist.
Difficulty: 3/5
Priorities: Expand. Expand. Kill. Kill.

Dothraki Horselords
Strategies: Relentless Attack, Blitzkrieg, Imperialist.
Difficulty: 2/5
Priorities: Rush Omber and the Dothraki Sea cities to get reinforcements in early game (but avoid ruined cities at first), and go to the Bone Mountains to increase your income.

Slave Masters
Strategies: Imperialist, Naval Commander, Relentless Attack.
Difficulty: 2.5/5
Priorities: Don't let Volantis expand too much, take control of Meereen outskirts. You will get Slaves units across the southern tropical lands, so make sure you have at least 2-3 Slave Ships ready to transport those units and suicide them at the "Slave Trade" nodes.
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10.11.2020 - 14:14
Combining the entire story into one game...?

Madman!... YOU'RE A MADMAN!
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10.11.2020 - 14:29
Looks good mate!
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Lest we forget
Moja Bosna Ponosna
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10.11.2020 - 16:46
Thanks, guys <3

I'll add tomorrow a mini-guide for each faction
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