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(IR) IR Interlude, between Turns 2 and Turns 3
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<blockquote data-quote="Edena_of_Neith" data-source="post: 72494" data-attributes="member: 2020"><p><strong>Rulings concerning the ferrying of troops</strong></p><p></p><p>Turn 3 will start at 1 in the afternoon my time Wednesday (that's 13:00 hours, eastern time, United States of America.)</p><p></p><p> NEW RULES:</p><p></p><p> This is an attempt on my part to address the inequality being caused by the unlimited ability of Kaboom and Dagger to ferry troops around.</p><p> It was my intent that only 10th level magic be able to accomplish that, but clever minds always find a way to get things accomplished!</p><p> In the interest of a fair and believable game, I therefore am creating these rules to handle the situation:</p><p></p><p> Kaboom:</p><p></p><p> You may only transport, via your sky ships and Flying Citadels, as many PL of forces of your allies as you have PL yourself, not including anything gained from your Arms Races.</p><p></p><p> So, if you have a PL of 60, not including the PL from your Arms Races, you may transport your own troops plus 60 PL of allied forces.</p><p></p><p> (Obviously, I have not given you your current PL yet, but I will. I will place the Lists on the board as soon as I can, and then you will know exactly how many PL of your allies you can ferry.)</p><p></p><p> You can take them anywhere you want, as far as you want.</p><p></p><p> Transporting is a one-way trip.</p><p> If you want to transport the same troops there and back, you pay the cost of transport twice.</p><p></p><p> For example, if you pick up 30 PL of forces of your allies in the Corusk Mountains, and carry them all the way to Garnak and drop them off, that means you've used 30 of your available points to do so.</p><p> To take them back to the Corusk Mountains would cost you another 30 points.</p><p></p><p> Picking up additional troops on the way counts against your total.</p><p> If you pick up troops in the Corusk Mountains, then decide to pick up troops in the Duchy of Urnst, then pick up troops in the Lortmil Technomancy, then pick up troops in Keoland, to ferry them all over the Hellfurnaces to Garnak, the PL of each force you pick up stacks against your total allotment.</p><p></p><p> If the situation is more complicated, such as you picking up forces at multiple places, and dropping them off at multiple places, I will rule on the PL expenditure required.</p><p> Just remember: Everytime you pick up, or drop off, 1 PL of force, that's 1 PL you've spent against your total allotment of points to transport allies with.</p><p> Remember that, and you can't go wrong.</p><p></p><p> Transporting your allies does not decrease your PL available to fight, whereas allocating PL to the magical arms race or advancing your civilization does decrease your ability to fight.</p><p></p><p> Transporting your allies in no way interferes with your ability to transport your own troops.</p><p></p><p> You don't have to state at the beginning of the Turn how many points you are allocating.</p><p> You can transport anyone, anywhere, as you please, anytime during the Turn. Just post that you are doing so.</p><p></p><p> Dagger:</p><p></p><p> The same rules apply to your Dwarven mountain spelljammers, only the PL of the fleet is your limit, not your total PL.</p><p> Otherwise, everything is the same as above.</p><p></p><p> Others</p><p></p><p> Other spelljamming fleets may not transport troops.</p><p></p><p> - - -</p><p></p><p> If one of Kaboom's sky-ship fleets or Flying Citadel fleets transporting troops flies over enemy controlled territory, they may be attacked.</p><p> The enemy Power may expend only the PL in the areas the fleet is being passed over to attack the fleet.</p><p> Here are the limits on what the enemy Power can deploy against the fleet:</p><p></p><p> If they have Avariel or the like in their area being passed over, the entire PL of the Avariel or equivalent may attack.</p><p> If they have Planars in their area being passed over, the entire PL of Planars may attack.</p><p> If they have Undead in their area being passed over, 1/3 of their PL may attack.</p><p> If they have Monsters in their area being passed over, 1/3 of their PL may attack.</p><p> If they have normal, non Arms Race forces in their area being passed over, 1/10th of that PL may be used to attack (mages, clerics, warriors with flight spells, etc.)</p><p></p><p> This applies to each and every area passed over, so a transporting fleet may be assailed multiple times during it's trip.</p><p></p><p> The transporting fleet gains it's own PL, plus the entire PL of the force it is ferrying, to fight back with.</p><p></p><p> This defense against a transporting fleet is not automatic - the enemy Power being passed over must post that they are assailing the fleet passing overhead, within a reasonable amount of time after Kaboom posts that they are moving over said area.</p><p> Otherwise, the fleet makes it through before the enemy Power can react.</p><p></p><p> The above rules do NOT apply to Dagger's dwarven spelljamming fleet, which may simply pass too high up to be intercepted.</p><p></p><p> - - -</p><p></p><p> Spelljamming fleets may intercept a fleet ferrying forces.</p><p> If that happens, the ferrying fleet has it's own PL plus the PL of the entire force being ferried, to battle the enemy spelljammers with.</p><p></p><p> Needless to say, if the ferrying fleet is defeated, it is a disaster - not only to Kaboom or Dagger, but to their allies being ferried.</p><p> Not only do Kaboom and Dagger lose PL from lost skyships, Flying Citadels, and Spelljammerrs, but there is lost PL among the troops being carried as well.</p><p></p><p> - - -</p><p></p><p> I have copied the map of the Flanaess, and I am going to lay it out on my drafting table.</p><p> On it I am going to place Axis and Allies markers showing the current location and strength of all the forces on the board.</p><p> Based on your posts, I will move those pieces as needed.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 72494, member: 2020"] [b]Rulings concerning the ferrying of troops[/b] Turn 3 will start at 1 in the afternoon my time Wednesday (that's 13:00 hours, eastern time, United States of America.) NEW RULES: This is an attempt on my part to address the inequality being caused by the unlimited ability of Kaboom and Dagger to ferry troops around. It was my intent that only 10th level magic be able to accomplish that, but clever minds always find a way to get things accomplished! In the interest of a fair and believable game, I therefore am creating these rules to handle the situation: Kaboom: You may only transport, via your sky ships and Flying Citadels, as many PL of forces of your allies as you have PL yourself, not including anything gained from your Arms Races. So, if you have a PL of 60, not including the PL from your Arms Races, you may transport your own troops plus 60 PL of allied forces. (Obviously, I have not given you your current PL yet, but I will. I will place the Lists on the board as soon as I can, and then you will know exactly how many PL of your allies you can ferry.) You can take them anywhere you want, as far as you want. Transporting is a one-way trip. If you want to transport the same troops there and back, you pay the cost of transport twice. For example, if you pick up 30 PL of forces of your allies in the Corusk Mountains, and carry them all the way to Garnak and drop them off, that means you've used 30 of your available points to do so. To take them back to the Corusk Mountains would cost you another 30 points. Picking up additional troops on the way counts against your total. If you pick up troops in the Corusk Mountains, then decide to pick up troops in the Duchy of Urnst, then pick up troops in the Lortmil Technomancy, then pick up troops in Keoland, to ferry them all over the Hellfurnaces to Garnak, the PL of each force you pick up stacks against your total allotment. If the situation is more complicated, such as you picking up forces at multiple places, and dropping them off at multiple places, I will rule on the PL expenditure required. Just remember: Everytime you pick up, or drop off, 1 PL of force, that's 1 PL you've spent against your total allotment of points to transport allies with. Remember that, and you can't go wrong. Transporting your allies does not decrease your PL available to fight, whereas allocating PL to the magical arms race or advancing your civilization does decrease your ability to fight. Transporting your allies in no way interferes with your ability to transport your own troops. You don't have to state at the beginning of the Turn how many points you are allocating. You can transport anyone, anywhere, as you please, anytime during the Turn. Just post that you are doing so. Dagger: The same rules apply to your Dwarven mountain spelljammers, only the PL of the fleet is your limit, not your total PL. Otherwise, everything is the same as above. Others Other spelljamming fleets may not transport troops. - - - If one of Kaboom's sky-ship fleets or Flying Citadel fleets transporting troops flies over enemy controlled territory, they may be attacked. The enemy Power may expend only the PL in the areas the fleet is being passed over to attack the fleet. Here are the limits on what the enemy Power can deploy against the fleet: If they have Avariel or the like in their area being passed over, the entire PL of the Avariel or equivalent may attack. If they have Planars in their area being passed over, the entire PL of Planars may attack. If they have Undead in their area being passed over, 1/3 of their PL may attack. If they have Monsters in their area being passed over, 1/3 of their PL may attack. If they have normal, non Arms Race forces in their area being passed over, 1/10th of that PL may be used to attack (mages, clerics, warriors with flight spells, etc.) This applies to each and every area passed over, so a transporting fleet may be assailed multiple times during it's trip. The transporting fleet gains it's own PL, plus the entire PL of the force it is ferrying, to fight back with. This defense against a transporting fleet is not automatic - the enemy Power being passed over must post that they are assailing the fleet passing overhead, within a reasonable amount of time after Kaboom posts that they are moving over said area. Otherwise, the fleet makes it through before the enemy Power can react. The above rules do NOT apply to Dagger's dwarven spelljamming fleet, which may simply pass too high up to be intercepted. - - - Spelljamming fleets may intercept a fleet ferrying forces. If that happens, the ferrying fleet has it's own PL plus the PL of the entire force being ferried, to battle the enemy spelljammers with. Needless to say, if the ferrying fleet is defeated, it is a disaster - not only to Kaboom or Dagger, but to their allies being ferried. Not only do Kaboom and Dagger lose PL from lost skyships, Flying Citadels, and Spelljammerrs, but there is lost PL among the troops being carried as well. - - - I have copied the map of the Flanaess, and I am going to lay it out on my drafting table. On it I am going to place Axis and Allies markers showing the current location and strength of all the forces on the board. Based on your posts, I will move those pieces as needed. [/QUOTE]
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