Saturday, May 12, 2018

True Power!

Controlling a region in Hirestel earns you 1 Victory Point, and that is how you gauge how well your army during the War for Hirestel. These totals start on 5/20 and if you haven't got your tile to paint for the tracking, let me know tomorrow and I'll get you one!

IN ADDITION, controlling these regions give you special, sometimes VERY powerful abilities for your army! Read below and you'll see what I mean :)

The Spire: As champion of The Spire, you have an upper hand on all of Hirestel. You can see each region and strategize accordingly. While you are in control of The Spire: You gain +1 Control Point for every game you play outside The Spire.

Living Forest: The dark, twisted secrets of the Living Forest have been revealed to you through much sacrifice and pain. The denizens of the forest ease up on their hostilities to you. You learn to control your surroundings in order to protect your army. While you are in control of the Living Forest: Your opponent is -1 to hit for their entire army during the first Battle Round.

The Underground: The evil magic that flows through the ruined chambers of The Underground have been defeated. You stand in the midst of these arcane impurities and scoff at their power. Taking what you learn from these halls could serve you well in Hirestel. While you are in control of The Underground: Your wizards know the spell WHAT LIES BELOW - 18" range, 7 to cast. If successful, a portal to another place opens beneath the targeted unit and giant tentacles rise up to grasp and punish your foes! The tentacles inflict d6 damage and the unit's attacks are -1 to Wound until your next hero phase.

Lava Fields: Your army has mastered the dangerous terrain of the volatile Lava Fields. The footwork and agility your warriors have adapted through fighting in this region will surely aide you in battles elsewhere. While you are in control of the Lava Fields: Your entire army adds 1" to their Movement characteristic.

Realm of the Damned King: The Damned King - Zubnoz Limbgulper - is delighted by your antics in his kingdom. You have fought bravely and wildly at the same time, and he will not soon forget your army. Through courtiers, he has let you in on his secrets. While you are in control of the Realm of the Damned King: Every week you are in control of the Realm, Zubnoz will let you in on one secret to his defeat.

Sacred Ground: Ruling these blessed grounds, you have learned to fight your battles with a frightening calm. What once intimidated your army is now but a nuisance. The blessings of the land have imbued themselves in your warriors. While you are in control of Sacred Ground, your entire army is immune to battleshock.

Eternal Battleground: Your warriors have fought hard on these battlefields. Without a fear of death, your heroes have become incredibly difficult to kill. While you are in control of the Eternal Battleground: All of your heroes have +2 Wounds in normal DUELING and MULTIPLAYER matches.

Overstadt: You have become Overlord of the city, and it's up to you whether you will be a benevolent ruler or smash the will of the people with an iron fist. Your rule extends beyond Overstadt, however, and your glory spreads throughout Hirestel. While you are in control of Overstadt: You gain 1 extra Victory Point for each week your control Overstadt.

Lesitan's Garden: Lesitan lives within you, for better or worse. His power is now your power. What will you do with it? While you are in control of Lesitan's Garden: All of your spells cost 1 less to cast and all of your opponent's spells cost 1 more to cast.

The Corridors: Your sense of direction has evolved to the point that the signature twists are turns of The Corridors mean nothing to you. Without a map, you can traverse the maze with ease... and make sure your opponents are lost within its walls forever. While you are in control of The Corridors: 

You are now The Overseer; and after other armies fight a battle in The Corridors, they must come to you for guidance in leaving the maze. For an opponent to gain any points in The Corridors, they must say WORD FOR WORD any phrase you deem appropriate in order for them to leave. For example "Wonderful Overseer, I humbly request that you let this pathetic army leave these walls so that we may remove its stench from it henceforth." or "Jack, get me out of here!" or whatever you want! They may refuse this and take half points (rounded up) or submit and watch you roll 2d6 on the following chart:

2-4: You laugh at your opponent as you send them in the wrong direction. You gain half of the opponent's points from their match (rounded down).
5-9: No Effect! The opposing army gains their normal points and hurriedly follows your directions to leave The Corridors.
10-12: You've been tricked! While you lord your power over your foe, they have sneak attacked your warband! You are forced to beat a hasty retreat as your foe gains the upper hand. The opposing army gains full points PLUS steals 2 points from you in The Corridors!

No comments:

Post a Comment

Since you've been gone.

A couple of months have gone by since we last checked in on the War for Hirestel! On Sacred Ground, The Gruntz prepared for a glorious ...