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Subject: John and Nevin vs. Mervyn : Mervyn's Revenge rss

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John Boone
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Nevin and I went to Mervyn's house this time for some face to face gaming. Mervyn had designed a three player Wizard King's scenario. Mervyn's Barbarians and Orcs were on the defense against my Feudal army and Nevin's army of Dwarves.

Our objective was to capture 6 points of Mervyn's cities by the end of turn 6. All the cities on map 5, NW corner, were objectives (worth VPs and produced double gold) in addition to Neya on map 10, NE corner. Khax on map 11, SW corner, wasn't worth any victory points but is was a normal gold producing city. All other cities not mentioned did not produce gold and were not worth any victory points. This made it very tough for the attackers as after we ran out of reinforcements we couldn't rebuild our damaged units due to lack of production cities. Also, once a unit was destroyed it was gone from the force pool and we could not rebuild it.

I started off with 80 points of Feudals and received 10 points of reinforcements on turns 1 and 2 (we forgot to take them on turn 2 so it ended up being turns 1 and 3).

Nevin started with 60 points I believe but received 20 points of reinforcements for two turns. I forget what Meryvn started with; I think 100 points of Barbarians and 50 points of Orcs. On turn 4, he received 3 Viking ship blocks. If we would have managed to capture Neya we would have received 50 points of Amazon reinforcements.

The battle started off well enough for Nevin and I. I managed to take Khax early but its 2 points of gold a turn was a mere trickle compared to the double gold Mervyn was getting from map 5 to rebuild his damaged units.

Nevin managed to knock the Orcs down to 3 blocks but they were all holed up in Neya and the Vikings managed to sail in and reinforce them. Due to the entry restrictions Nevin could only hope for parity of forces in the attack if he got that at all. I had the same problem as I didn't have units that could scale mountains and there were two choke points on map 5 that Mervyn could defend real well. Again, because of the entry limits to attack I could not bring enough units in to defeat his forces.

At the end of turn 5 it was obvious we were not going to be victorious so we called the game. Next time the Feudals and Dwarves will have to swap places as their mountain units could bypass the choke points on map 5.
 
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Merv D
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Yeah, that was a fun game. For me.
We'll need to try it again with some of the new units I got.

Some changes, that'll be made:
Orcs will get a 45pt army. Actually I think that's what it was. The Orcs excel at killing dwarves, I guess.
The attacking armies will get 10gp of supply for immediate use/step replacement with each reinforcement set.
I might also make control markers to designate VP cities.

Amazons would be good to attack the Barbarians. They have some mountain troops. Elves might work as well. They have a lot of fliers, though weak.
 
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