Aftermath Reborn Rules Update Log

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Tue Jul 16, 2013 11:28 pm

16/07/13

Unit upgrade rules updated;
In each instance, the upgraded units will be available for use that turn.

Upgrading will not replenish losses, you must still rest the unit for that!

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Wed Jul 17, 2013 1:12 am

16/07/13

Quirk added
Marauder: Raids generate Wealth x7 instead of Wealth x5.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Thu Jul 18, 2013 4:27 am

17/07/13

Boosted Adventurer attack back up to 5 (realised they were doing the same damage as Light Horsemen otherwise!)

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Tue Jul 23, 2013 4:02 am

22/07/13

Added section on "Captains". Please be sure you read and understand the Actions!

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Fri Jul 26, 2013 3:05 am

25/07/13

Personal Quirks
(These cannot be bought, only earned.)

Lucky - If a random combat die roll comes up negative, add 5 to the number, to a maximum of 0.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Thu Aug 22, 2013 4:26 am

21/08/13

Footmen FS Defence reduced to 4
Footmen Melee Defence reduced to 3

Combat sheet updated; http://stormwind.co.uk/image1/CombatCalcMystMountaun.xlsx

Mystmountain Stats added for those of you who like to experiment (and yes I know I spelled the file name wrong, bite me).

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Mon Aug 26, 2013 3:17 am

25/08/13

Halbardiers attack reduced to 5 (which with First Strike means they hit for 10 instead of 12). Longbows are meant to be the primary damage dealer.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Mon Aug 26, 2013 3:33 am

25/08/13

Rearranged price list a little, so the Baronies and Fortifications are with the Unit prices.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Thu Aug 29, 2013 2:20 am

28/08/13

Halbardiers FS defence increased to 5.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Wed Sep 04, 2013 3:07 am

03/09/13

Added captain action;
Patrol Against Bandits : 1 Prestige per unit involved.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Sun Sep 08, 2013 4:34 am

07/09/13

Councillor / Governor Prestige payouts are Seasonal not per Turn.

Change in Prestige Rules

Whichever is greatest earning. Do not stack.

Count
Being a Count (0)
Being Liege to a Marquis (1)
Being Liege to a Count (1-3). Subject to Subjugation rules.

Earl
Being an Earl (3)
Being Liege to a Marquis (4)
Being Liege to a Count (5)

Duke
Being a Duke (5)
Being Liege to a Marquis (6)
Being Liege to a Count or Earl (10)
Being Liege to an Earl who themselves have a Count vassal (15)

Change in Prestige Costs
Earldom - 60 Prestige.
Dukedom - 120 Prestige. Must be an Earl.
(Removed ownership requirements too)

Royally Appointed
The characters' actions during the war earned them the notice of someone powerful, and as thanks for their contribution, they were awarded this parcel of land.
* Titles cost 50% less.
* Ignores Subjugation requirements.
* Will always earn 3 Prestige from owning a Count Vassal as a Count.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Thu Sep 12, 2013 12:49 am

11/09/13

Big update;

Rabble Rouser : +300 Spearmen temporarily when defending (may not take other actions, except Garrison)

Common Quirks

Marauder : Raids generate Wealth x7 instead of Wealth x5.
Raider : +2 Command when raiding.
Defender : +2 Command when defending (stacks with Garrison Commander and Army Type Commander)
Attacker : +2 Command when attacking (stacks with Raider, Besieger and Army Type Commander)
Besieger : +2  Command when attacking a fortification
Cavalry Commander : +2 Command when army is 50% or more cavalry.
Infantry Commander : +2 Command when army is 50% or more melee infantry.
Defensive Commander : +2 Command when army is 50% or more first strike infantry.
Archery Commander : +2 Command when army is 50% or more ranged.
Garrison Commander : +2 Command when army is defending a fortification.

If any specialist Commander quirks apply during a battle, please be sure to note it in your orders (including Garrison duty!). I WILL forget to check otherwise.

Combat Quirks
(Has victory requirements, but are granted free once the threshold is reached. This rewards combat use for captains and allows them to still remain useful in other situations).

Inexperienced Commander : 1 Command : All Nobles and Captains begin with this.
Experienced Commander : +1 Command : Requires 3 Victories.
Confident Commander : +1 Command : Requires 9 Victories.
Veteran Commander : +1 Command : Requires 18 Victories.
Exceptional Commander : +1 Command : Requires 30 Victories.
Masterful Commander : +1 Command : Requires 45 Victories.

***

For those who have bought Combat quirks, please refund yourselves the cost and choose other quirks.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Thu Sep 12, 2013 5:46 am

Added Skirmisher Commander and a list of the different troop categories.

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Re: Aftermath Reborn Rules Update Log

Post by Mordred on Sat Sep 14, 2013 1:34 am

13/09/13

Fierce Friends = 20 Order Knights
Paranoid = 35 Adventurers

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Re: Aftermath Reborn Rules Update Log

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