Rules:
-There will be 96 hours allocated for each turn. Depending on the circumstances, extensions may be issued.
-Events occurring in the southern theatre
WILL have an effect on events up here.
-Each faction, save for the Beornings is able to recruit more troops. The troop counts on the original posts represent the current standing armies at the war's outbreak. The types of reinforcements consist of the following:
-Dwarves: Axes, swords, spears, axe-throwers
-Dale: Spears, swords, cavalry, bows
-Elves: Spears, swords, bows
-Evil factions: Spears, swords, bows, cavalry
-Each faction receives one Elite Unit Point per turn, again, with the exception of the Beornings. These can be cashed in at any point to recruit a powerful faction specific unit:
Dwarves: Dragonslayers of Ered Mithrin (axe)
Dale: Bardian Marksmen (bow)
Elves of Mirkwood: Elder Guard (bow)
Elves of Lorien: Galadhrim Warriors (bow)
Shadow of Mirkwood: Dol Guldur Trolls (sword)
Easterlings: Kataphrakts (Cavalry)
Orcs of the Misty Mountains: Cave trolls (sword)
Orcs of Gundabad: Mountain trolls (sword)
-The Beornings do not receive elite units or the ability to raise additional forces due to their skinchanging ability, which makes them hard to kill.
-As a general rule, the good factions have more powerful troops, but there are less of them. The Evil factions can raise fare more troops, but they are weaker.
-The factions can call the following reinforcements, which can be trained in any of the disciplines mentioned above:
Dwarves: 30,000 additional warriors
Dale: 25,000 additional warriors
Elves of Mirkwood: 20,000 additional warriors
Elevs of Lorien: 20,000 additional warriors
Easterlings: 150,000 additional warriors
Shadow of Mirkwood: 100,000 additional warriors
Orcs of the Misty Mountains and Orcs of Gundabad: 50,000 additional warriors.
-For a battle to commence, a player must announce their intention to attack an enemy army at a position. Such as "Prince Thorin attacks the Easterling Emperor at the river crossing."
-Battles will be conducted via PM. The two players will PM their maneuvers, with myself CC'd in order to ensure that the battle is fair.
-Players are welcome to execute diplomatic missions to any faction. These missions must be conducted via PM and then must be revealed to me via PM with both the objectives and outcome of the mission. Diplomatic missions can be anything from organising trade routes and alliances, to deals for information or support.
-If a faction reaches a point where they can no longer fight effectively (must be declared by the player), they have two options: Surrender, or enter a Final Stand.
-If a player chooses to enter a Final Stand, a battle will occur at that faction's base. The only objective of the defending faction is to kill as many attackers as possible.
-When all players of one side are defeated, victory will be declared for either Sauron or the Free Peoples
-Each faction will occasionally receive a request from one of the southern factions. This may take the form of requests for supplies, information, support or reinforcement. Submitting to a request will net a nice bonus, but also hamper your movements for 1 or more turns, depending on the size.
-Each faction is able to establish satellite camps, where they can rest their troops.
-Reinforcements are raised from each factions base. In the case of the Easterlings, they must establish a Main Camp first in order to raise additional forces
-Army morale will be a factor. Respect or fear for their commander, victory in battle, and frequent resting at satellite camps will raise morale, while idiotic commanders, defeat in battle and little resting at satellite camps will lower morale. Morale determines how effective a force will be in battle, as well as how willing they are to obey their commander.
-Each faction can establish satellite camps. These offer a chance for troops to rest, and can also serve as useful defensive points.
-Have fun!