I am now accepting orders. Orders are due Sunday Sept. 5th
I am glad to see that many players are taking advantage of this lull in the action to produce stories.
Ruling on the Movement Issue:
After carefully considering the proposals and ideas, I have made the following ruling:
Units may move up to double their movement in friendly territory. This includes moving out of friendly territory and into contested/enemy territory (for example, forces in Luoyang with a movement of 2 could move into the Vale of Tears using extra movement, but units in Eastern Wu with the same movement value could only move into the Vale of Tears.
However, if you encounter enemy forces in any province except your destination region, you will suffer a penalty in battle, as you are focusing on speed rather than defense.
In future games in this series, the number of regions will be cut in half.
Ruling on the Chaos Gate Issue:
I made a mistake in Bahalia. In my original orders, I missed Seons ITF entirely. Originally, chaos took the entire region, which allowed them to open a chaos gate (see below). After I re-read Seons orders later did I notice the ITF there, changed the moderation, and ruled the region contested. There never should have been a gate there, as it was not held by chaos. However, it is there now, and so it will stand until closed. In future, no chaos gates will be opened in contested territory.
I am henceforth limiting the number of gates in the game. There is a maximum limit of 2 daemon gates and 10 gates total open at a time. It now costs cults 2 SP to open a gate.
Also, the close gate strategy is not working as I had originally intended, it is a holdover from previous rule overhaul. The text will be changed to read:
One selected unit within movement range (including orbital insertion and teleport attack) attempts to close down an enemy gate or daemon gate. If the region remains in enemy hands and fail, they will be completely destroyed. Even if they are successful, they will be destroyed unless they are able to extract via the Fleet Action: Extraction or Teleport Attack strategies. If the region is contested at the end of the turn, then the unit in a similar situation as able will take extra damage rather than be destroyed. If the region is in friendly hands at the end of the turn, the gate will be automatically closed.
Apology/Reminder for Supreme Commanders/New information required in orders
I apologize for missing many things over the course of the last two turns. Mainly I have missed the locations of hidden untis. In future, I need all players to include full OOBs including the locations of all hidden units and their destinations. For example:
Inquisitor Jaq Draco: Stalinvast underhive-> Stalinvast Upper Spire (hidden)
Most players already include OOBs, and I thank them for it. However, the players whose units I tend to miss, dont. With this inclusion, I will hopefully make fewer mistakes.
Additionally, supreme commanders, I remind you of this:
The Supreme Commanders order should include a rough outline of the operations to be conducted by their side during this turn and the players involved in each operation. This will make things easier for the mod and ensure that he does not miss any important operations.
It helps me a lot to have all of a teams actions in one location. To a degree I get this from the social groups, and I know it is impossible to get everything down as it mainly depends on players giving you the information in the first place. Even something as simple as:
Attack on Quebec: Seon, labrat13, Shadowbound
Attack on Ontario: Seon, a_propagandist
Defence of British Columbia: a_propagandist, Vertinari
Raid on Calgary: labrat13
Info for the new turn:
Ok, with that out of the way, weve had a lot of players drop out. We currently have 4 active chaos players and 7 Imperial + HunterG24 who has no army. I have heard that Shadowbound in interested in switching sides, but due to his having privileged knowledge, I will not allow that 4 Imperial players plus HunterG24 agree. There are also 2 chaos NPCs.
The orders for the NPCs will be done by Iggy or someone approved by him (currently Strategos).
Labrat13, Seon, HunterG24, Moosewarrior, a_propagandist, and Vertinari receive 100 Requisiton. Shadowbound receives 140 and Milarqui receives 180. Seon and labrat13 receive 4 SP, HunterG24 receives 5 and all others receive 3.
Strategos receives 130 Requisition. Both NPCs receive 120 Requisition, Lord Iggy receives 100+130 requisition. Alex994 and das receive 220 each.
Lord Iggy receives 5+4 SP, all other chaos forces receive 4, except for the Death Guard, which get 3. That gives each team 28 SP.
I am now accepting orders. Orders are due Sunday Sept. 5th
I am glad to see that many players are taking advantage of this lull in the action to produce stories.
Ruling on the Movement Issue:
After carefully considering the proposals and ideas, I have made the following ruling:
Units may move up to double their movement in friendly territory. This includes moving out of friendly territory and into contested/enemy territory (for example, forces in Luoyang with a movement of 2 could move into the Vale of Tears using extra movement, but units in Eastern Wu with the same movement value could only move into the Vale of Tears.
However, if you encounter enemy forces in any province except your destination region, you will suffer a penalty in battle, as you are focusing on speed rather than defense.
In future games in this series, the number of regions will be cut in half.
Ruling on the Chaos Gate Issue:
I made a mistake in Bahalia. In my original orders, I missed Seons ITF entirely. Originally, chaos took the entire region, which allowed them to open a chaos gate (see below). After I re-read Seons orders later did I notice the ITF there, changed the moderation, and ruled the region contested. There never should have been a gate there, as it was not held by chaos. However, it is there now, and so it will stand until closed. In future, no chaos gates will be opened in contested territory.
I am henceforth limiting the number of gates in the game. There is a maximum limit of 2 daemon gates and 10 gates total open at a time. It now costs cults 2 SP to open a gate.
Also, the close gate strategy is not working as I had originally intended, it is a holdover from previous rule overhaul. The text will be changed to read:
One selected unit within movement range (including orbital insertion and teleport attack) attempts to close down an enemy gate or daemon gate. If the region remains in enemy hands and fail, they will be completely destroyed. Even if they are successful, they will be destroyed unless they are able to extract via the Fleet Action: Extraction or Teleport Attack strategies. If the region is contested at the end of the turn, then the unit in a similar situation as able will take extra damage rather than be destroyed. If the region is in friendly hands at the end of the turn, the gate will be automatically closed.
Apology/Reminder for Supreme Commanders/New information required in orders
I apologize for missing many things over the course of the last two turns. Mainly I have missed the locations of hidden untis. In future, I need all players to include full OOBs including the locations of all hidden units and their destinations. For example:
Inquisitor Jaq Draco: Stalinvast underhive-> Stalinvast Upper Spire (hidden)
Most players already include OOBs, and I thank them for it. However, the players whose units I tend to miss, dont. With this inclusion, I will hopefully make fewer mistakes.
Additionally, supreme commanders, I remind you of this:
The Supreme Commanders order should include a rough outline of the operations to be conducted by their side during this turn and the players involved in each operation. This will make things easier for the mod and ensure that he does not miss any important operations.
It helps me a lot to have all of a teams actions in one location. To a degree I get this from the social groups, and I know it is impossible to get everything down as it mainly depends on players giving you the information in the first place. Even something as simple as:
Attack on Quebec: Seon, labrat13, Shadowbound
Attack on Ontario: Seon, a_propagandist
Defence of British Columbia: a_propagandist, Vertinari
Raid on Calgary: labrat13
Info for the new turn:
Ok, with that out of the way, weve had a lot of players drop out. We currently have 4 active chaos players and 7 Imperial + HunterG24 who has no army. I have heard that Shadowbound in interested in switching sides, but due to his having privileged knowledge, I will not allow that 4 Imperial players plus HunterG24 agree. There are also 2 chaos NPCs.
The orders for the NPCs will be done by Iggy or someone approved by him (currently Strategos).
Labrat13, Seon, HunterG24, Moosewarrior, a_propagandist, and Vertinari receive 100 Requisiton. Shadowbound receives 140 and Milarqui receives 180. Seon and labrat13 receive 4 SP, HunterG24 receives 5 and all others receive 3.
Strategos receives 130 Requisition. Both NPCs receive 120 Requisition, Lord Iggy receives 100+130 requisition. Alex994 and das receive 220 each.
Lord Iggy receives 5+4 SP, all other chaos forces receive 4, except for the Death Guard, which get 3. That gives each team 28 SP.
I am now accepting orders. Orders are due Sunday Sept. 5th