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Wargaming: Vaur Komitriez


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By Margrave Fiske III Vanir
 

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Vaur Komitriez

Horns sound in the distance. The day has finally come, tensions between the nations of northern arcas have risen too far, and WAR has erupted.

In VAUR KOMITRIEZ, you take take control of one of the four countries of Haelun’or, Oren, Hanseti-Ruska or Kaedrin, and try to lead them to victory through a four-way conflict that will take all of your tactical and strategic ability.


How to play:

 

Equipment:
To play VAUR KOMITRIEZ, the following equipment is involved:

Unit pieces
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These pieces represent the army and navy units used in the game. The top row are the Army pieces and the bottom row are the Navy pieces. Yellow is for Hanseti-Ruska, red is for Oren, white is for Kaedrin and blue is for Haelun’or.

Dice
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To play the game, players will require a simple 1-6 dice.

Board
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Most important to playing VAUR KOMITRIEZ however is the playing board with all its details. What everything seen on the board means will be explained below under Landscape. The starting setup of the board is shown above.

Landscape:
The board consists of various types of terrain and has a plethora of markers scattered across it that depict actual places in the north of Arcas. Here is what everything on the board means:

Terrain
Light green terracotta: plains
Dark green terracotta: forest
Green powder: hills
Blue powder: water
Light grey powder: traversable mountains
Dark grey powder: impassable mountains

Markers
4 walls with banner: nation capital
2 walls: second largest settlement (SLS)
Flower pots: smaller settlements
Trapdoors: Bridges

Marker types
Brick: Oren. Helena (capital), Carrington (SLS)
Diorite: Haelun’or. Lareh’thilln (capital), SLS N/A
Cobble: Hanseti-Ruska. New Reza (capital), Johnstown (SLS)
Granite: Kaedrin. Owynsburg (capital), Mansion (SLS)
Stone brick: Vuillermoz. Up for conquest by one of the four nations as a smaller settlement. How conquering smaller settlements works is explained under Units & Combat.

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Occupation

To show who occupies and controls what markers on the map, banners will be used for capitals as shown above. If a capital originally belonged to nation A, but has since been sieged and occupied by nation B, its banner will be changed to that of nation B to show it’s occupation.

The conquest and occupation of smaller settlements is shown through the use of little flags ((flowers)), the colors of which correspond to the colors of each of the four countries. Yellow for Hanseti-Ruska, red for Oren, white for Kaedrin and blue for Haelun’or.

Units & Combat
Each turn, a player has to make a choice pertaining to units and combat. They can either deploy units, or move units and optionally fight or siege with them.

Deploying units
If a player chooses to deploy units during his turn, he can deploy a minimum of 1 unit for his capital, with an extra +1 units per 4 smaller settlements he has under his control. Players have a base unit capacity of 7, +3 for each capital they possess. This means that the unit capacity of each player at the start of the game is 10 for example.

When deploying units, players are free to choose between army and navy units. These units can be deployed next to any smaller settlement. This means, however, that if a player does not control a smaller settlement next to a water tile, they cannot deploy navy units.

Moving units & garrisons
A player can also choose to move his units. Navy units can obviously only move through water tiles and bridges. Army units can only move across land tiles (excluding impassable mountains) and bridges.

There can be 1 unit per tile. Units can be in the same tile as smaller settlements or bridges. Moving diagonally is not an option.

The distance units can move depends on the terrain they are moving through:
Plains or Water (Navy units): 3 tiles per turn
Forest or Hills: 2 tiles per turn
Traversable mountains: 1 tile per turn

Optionally a player can also move army units into his capital or SLS to serve as a garrison to defend against sieges. A capital can hold a garrison of 3 units while a SLS can hold a garrison of 2 units. If a capital or SLS is next to a water tile, navy units can also be used for garrisons.

Fighting
Combat in VAUR KOMITRIEZ is done by rolling the dice. In a fight, units fight 1v1 at a time, the player with the highest dice roll winning. The player that rolls lower loses 1 unit. A battle goes on until either side has no units left, or the attacker retreats.

Sieging
To siege a smaller settlement, a player needs to have one of his units on the tile next to the settlement and roll either 4, 5 or 6. If this fails, the siege may continue next turn or with a different unit. Sieging a capital or SLS without a garrison is done in the same way.

Sieging a capital or SLS with a garrison is done similarly to a normal battle, with the siege ending once either all the garrison units have been killed, or all the sieging units have died. A garrison can also attack units outside its walls.

If capitals or SLS’s exist partly on top of impassable mountains, they cannot be attacked or sieged from those sides.

Terrain Modifiers
Lastly, there are some simple modifiers to combat pertaining to the terrain it takes place on.
If the defender is in;
-Plains, Water: No modifier
-Forest, Hills: -1 dice roll for attacker
-Passable mountains: -2 dice roll for attacker
-Capital or SLS forts: -2 dice roll for attacker (if a garrison is present.)

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*Marcus would give a pleasant smile as he’d read the paper* ”Hmm, sounds like an interesting game..”

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Filibert Applefoot scrunches his forehead “Hrm, t’is game seems ah wee bi’ unbalanced. Wouldn’ t’a fella who plays as Oren ‘ave ah massive advan’age over t’a other fellows? An’ wouldn’ t’a fella playin’ as t'a High Elves beh forced ter play defensiveleh fer t’a en’ire game, seein’ as t’ey ‘ave nay enough uni’s fer offensive ac’ions, bu’ defensive terrain ter hide behind?”

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