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Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 12:49 am
by El Guapo
Remus West wrote:Isgrimnur wrote:Well, then, let's end the phase.
Summon Warrior to Troll Country
0 Power remaining.
And I have no idea if I've done anything remotely approaching a decent strategy.
It only costs you 1 power to summon a warrior? Thats messed up.
His warriors only have 1 attack and 1 toughness.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 12:57 am
by SpaceLord
The Chaos Gods are ready to rumble!!!

Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 1:04 am
by Zurai
El Guapo wrote:His warriors only have 1 attack and 1 toughness.

Which is
really strange because in both WH fantasy and WH 40k, Nurgle has the toughest basic warriors among all the Chaos gods.

Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 1:26 am
by Isgrimnur
He's kind of sickly.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 3:58 am
by Jow
Round 1, Battle Phase
Where the shit hits the fan...
Battles are performed in region order. For the first round I'll list every region just to show region order again, but in subsequent rounds I'll only list the regions where battle will be taking place. Dice are rolled in player order. Hits are scored on 4, 5, and 6. 6s are counted as explosions, which means they count as one hit and you get to reroll the die. Hits can only be assigned to figures if those hits will kill the figure. For example, one hit may not be applied to a warrior that requires two hits to kill. I will automatically assign hits when there is no choice to be made, but otherwise I'll pause battle and ask players to choose hit targets when necessary.
Prebattle board:
Battle Results:
Norsca: No battle.
Troll Country: Nurgle rolls one hit and kills one cultist. Tzeentch rolls one miss.
Kislev: No battle.
The Empire: No battle.
Bretonnia: Khorne rolls one hit and must choose to kill one cultist (either Slaanesh or Horned Rat).
Waiting on decision from Khorne to proceed.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 12:24 pm
by Qantaga
Use the hit to kill the Slaanesh cultist.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 1:04 pm
by Jow
Round 1, Battle Phase
Where the shit hits the fan...
Battles are performed in region order. For the first round I'll list every region just to show region order again, but in subsequent rounds I'll only list the regions where battle will be taking place. Dice are rolled in player order. Hits are scored on 4, 5, and 6. 6s are counted as explosions, which means they count as one hit and you get to reroll the die. Hits can only be assigned to figures if those hits will kill the figure. For example, one hit may not be applied to a warrior that requires two hits to kill. I will automatically assign hits when there is no choice to be made, but otherwise I'll pause battle and ask players to choose hit targets when necessary.
Prebattle board:
Battle Results:
Norsca: No battle.
Troll Country: Nurgle rolls two dice, scoring one hit and killing one cultist. Tzeentch rolls one die and misses.
Kislev: No battle. Nurgle places one corruption due to Havoc.
The Empire: No battle.
Bretonnia: Khorne rolls two dice and scores one hit, killing a Slaanesh cultist, and earning one dial advancement counter (which you will see under 'Threat Dials and Tokens' in the board image I'll post post-battle).
Estalia: Khorne rolls four dice and scores one hit, killing a ratfink cultist and earning a DAC. Horned Rat rolls one die, scoring one hit and killing a warrior.
Tilea: No battle.
The Border Princes: No battle.
The Badlands: No battle.
Post-battle board:

Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 1:34 pm
by Jow
Round 1, Corruption Phase
First, we calculate Domination. To dominate a region, you must have a combination of # of figures plus card value greater than the region's Resistance (the number next to the region name in the board image) to score that region's Conquest value in victory points. The Resistance and Conquest Value are the same number, modified by the presence of cards or certain Old World tokens. I'll step through this region by region so you understand what's going on.
Again, in region order:
Norsca: No scoring.
Troll Country: Nurgle has four figures present for a total of four. Tzeentch has a total of two figures present for a total of two. Nurgle scores one VP.
Kislev: Nurgle has two figures present plus one point from card value for a total of three. Tzeentch has two points from card value for a total of three. Neither player has enough to exceed the region's Resistance of 3, so no scoring occurs.
The Empire: Slaanesh has two figures present for a total of two, not enough to exceed the region's Resistance of 5 so no scoring occurs.
Bretonnia: Khorne has two figures present for a total of two. Horned Rat has one figure present for a total of one. Neither player exceeds 3 blahblahblah so no scoring occurs.
Estalia: Khorne has one point, Horned Rat has five from figures and a card. Horned Rat scores four VP and earns one DAC.
Tilea: No scoring.
The Border Princes: No scoring.
The Badlands: No scoring.
Secondly, Corruption is calculated, one for each cultist in every region. In order:
Norsca: No corruption placed.
Troll Country: Nurgle places two corruption. Tzeentch places one corruption.
Kislev: Nurgle places one corruption. Note that Nurgle placed two corruption this round (one of them during the Battle phase) but this does not qualify him for a DAC because his condition requires the corruption to be dropped in the same phase (see reference card).
The Empire: Thanks to Daemonic Subtlety (is that an oxymoron?), Slaanesh places two corruption and earns a DAC.
Bretonnia: Khorne places one corruption.
Estalia: No corruption.
Tilea: Slaanesh places one corruption but does NOT earn a DAC. See below for explanation.
The Border Princes: No corruption.
The Badlands: No corruption.
Okay, so in researching I discovered info conflict and I apologize to bb2112 if he made choices based on this. Specifically, I discovered that while the dial advancement information in my typed up info section is correct, the image of the reference card is from the original printing of the game and therefore the dial advancement info (which says you need to drop one or more corruption to earn a DAC) there is erroneous. The correct condition is two or more corruption in any region containing a noble or hero. Hopefully your single cultist play in Tilea wasn't based on the erroneous information.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 3:58 pm
by Jow
Round 1, End Phase
The board image below reflects everything that will occur during the end phase.
Remove Chaos cards:
No effects.
Resolve Hero tokens:
No effects.
Resolve End Phase Old World Cards:
No cultists are present in the Empire so nothing is removed. Event token is moved to Troll Country.
Score Ruined Regions:
No ruined regions.
Advance Threat Dials:
Khorne has the most DACs and earns two dial ticks. Slaanesh and Horned Rat earn one dial tick a piece. Nurgle and Tzeentch earned no DACS and thus no ticks. Rewards below are in your respective colors, listing your new threat level first followed by the reward.
6 - Score 4 VP.
12 - Choose an upgrade.
8 - Score 3 VP.
5 - Summon one cultist.
Updated VP totals
Khorne: 4
Nurgle: 2
Tzeentch: 0
Slaanesh: 3
Horned Rat: 4
Check for game end:
No.
Things to happen (1 and 2 before we can proceed to 3 and 4):
1.
Khorne chooses an upgrade. The list of possible upgrades is in the typed up Khorne info in the first post.
2.
Horned Rat chooses region to place cultist.
3.
I will reveal the next Old World card.
4.
Tzeentch may choose to discard a card before drawing back up to 5 cards during the draw phase. If you choose to, discard the card in handtracker and let me know when you've done so.
5.
Remove all DACs to begin new round.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 4:09 pm
by Isgrimnur
I really wanted Virulent outbreak in Troll Country, but it was already at max cards and then accidentally hit Play in Hand Tracker , so I just dropped it in Norsca to avoid having to muck things up. Since it was free, I figure it wasn't going to be a huge deal.
I assume the effects of the cards all go away and the big effect is that I have to wait for it to cycle into my deck again.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 4:15 pm
by Jow
Izzie: I noticed that and wondered why you placed it in Norsca. Yes, all the cards go away. You've got multiples of everything in the deck except for one or two things. The first round is where people usually have a bunch of 'aha!' moments as they realize why what they did worked or didn't work. Game's still close enough that any mistakes made aren't too killer.
Okay, all caught up. Phew. Waiting for responses as above.
Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 6:55 pm
by Qantaga
Jow wrote: Khornerolls four dice and scores one hit
Did you let Remus roll those dice?
One hit in four dice sounds suspiciously like my Arkham Horror rolls.

Re: Chaos in the Old World
Posted: Wed Nov 09, 2011 10:14 pm
by Qantaga
Khorne selects the upgrade:
Bloodletters - You gain two victory points each time you kill a figure in a region containing a Bloodletter.
Re: Chaos in the Old World
Posted: Thu Nov 10, 2011 9:22 am
by bb2112
Jow wrote:Okay, so in researching I discovered info conflict and I apologize to bb2112 if he made choices based on this. Specifically, I discovered that while the dial advancement information in my typed up info section is correct, the image of the reference card is from the original printing of the game and therefore the dial advancement info (which says you need to drop one or more corruption to earn a DAC) there is erroneous. The correct condition is two or more corruption in any region containing a noble or hero. Hopefully your single cultist play in Tilea wasn't based on the erroneous information.
No, you are good Jow. I knew that was the case. My earlier mistake made it so I was kind of screwed in my planning, so I just did something more to do something than to have any real strategic value. Learning curve moment I guess.

Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 11:35 am
by bb2112
What's next?
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 2:44 pm
by Jow
I was waiting on rshetts2 for cultist placement. now that that's happened I'll post another update in a bit.
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 2:54 pm
by Jow
Round 2, Old World Phase
MAIM KILL BURN PILLAGE
Plunged into Chaos
Each player immediately scores 1 victory point for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional victory points. Discard this card instead of adding it to the Old World track.
No one has any peasants collected so no scoring takes place. Teclis Aids the Empire remains on the Old World track.
Old World Effects:
Teclis Aids the Empire: Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in any region. - In the end phase when Old World cards are resolved, remove all cultists from every region containing at least one Event token. Then move all Event tokens in play to the region with the most corruption tokens.
Upgrades:
Khorne: Bloodletter (You gain two victory points each time you kill a figure in a region containing a Bloodletter)
Things to happen:
1) Draw Phase - All players but Tzeentch draw two cards each. Tzeentch draws up to 5.
2) Summoning Phase- Khorne is active.
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 4:02 pm
by Isgrimnur
Cards drawn
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 4:13 pm
by Jow
Edited the last update to include active Old World effects and upgrades (since it's impossible to tell what upgrade(s) players have in the board image).
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 4:18 pm
by Remus West
Cards drawn
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 5:11 pm
by Jow
A couple of corrections were made to the board image:
--Corruption totals have been fixed. Some regions had zeroed out for some reason. Note to remember: Regions get ruined when they have 12 corruption or more present (with warpstones counting as corruption for ruination purposes only). It's extremely important to keep an eye on how much corruption is present in each region.
--Nurgle's VP have been adjusted down to 1 (because I mistakenly gave him two VP for dominating Troll Country).
Re: Chaos in the Old World
Posted: Mon Nov 14, 2011 8:59 pm
by bb2112
Cards Drawn
Re: Chaos in the Old World
Posted: Tue Nov 15, 2011 1:42 pm
by Qantaga
I've been on the road for a couple days. I can't access the card site from this network, but I'll draw my cards by 6:00 Eastern.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:11 am
by Qantaga
Meant to post this earlier, but my cards have been drawn.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:28 am
by Jow
Now that you've drawn your cards you're free to take your turn, Q. Not everyone else has drawn their cards but their turns come later.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 11:27 am
by Qantaga
PM sent to Jow for a clarification prior to my move.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 12:49 pm
by Qantaga
Khorne plays card Lure of Battle into Estalia.
Cost: 0
Power Remaining: 7/7
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 12:53 pm
by Remus West
I don't get it. What does that card do other than fill a card slot? Nothing? Essentially a blank move but only if there are enough cultists to get the cost down to zero? Seems like a crappy card. (not the play, once the cost gets to zero it gives you a chance to play and not spend power thus waiting to be able to react to the other players moves)
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:03 pm
by El Guapo
Remus West wrote:I don't get it. What does that card do other than fill a card slot? Nothing? Essentially a blank move but only if there are enough cultists to get the cost down to zero? Seems like a crappy card. (not the play, once the cost gets to zero it gives you a chance to play and not spend power thus waiting to be able to react to the other players moves)
Aside from what you mention, the main point of the card is that it contributes to domination. Since you add the listed cost of all spells in a region + # of figures in the region = value towards domination.
So basically, casting that spell gave Khorne 4 points towards dominating Estalia.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:05 pm
by Remus West
El Guapo wrote:Remus West wrote:I don't get it. What does that card do other than fill a card slot? Nothing? Essentially a blank move but only if there are enough cultists to get the cost down to zero? Seems like a crappy card. (not the play, once the cost gets to zero it gives you a chance to play and not spend power thus waiting to be able to react to the other players moves)
Aside from what you mention, the main point of the card is that it contributes to domination. Since you add the listed cost of all spells in a region + # of figures in the region = value towards domination.
So basically, casting that spell gave Khorne 4 points towards dominating Estalia.
Ah ha. Now I see a very good reason for playing it.
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:15 pm
by Jow
That's actually a great first turn play. Remember, your domination value is the total value of your cards plus the number of figures you have in a region. By playing this first turn, he:
--delays and forces the other gods to commit first.
--contests Horned Rat for domination in Estalia and forces him to commit even more forces there instead of spreading out... and all for no power cost.
edit: late to the answer game, apparerntly.

Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 1:39 pm
by Isgrimnur
Play Choking Stench to Troll Country
4 power remaining
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 3:19 pm
by Remus West
Place a Cultist in Troll Country
Power = 5/6
Re: Chaos in the Old World
Posted: Wed Nov 16, 2011 7:26 pm
by bb2112
Slaneesh Play Festival of Sinew in Tilea
Power 6 of 6
Re: Chaos in the Old World
Posted: Mon Nov 21, 2011 6:14 pm
by Jow
BTW, Horned Rat is up.
Re: Chaos in the Old World
Posted: Tue Nov 22, 2011 9:44 am
by bb2112
FYI - I PM'd him after my move a couple of days ago...

Re: Chaos in the Old World
Posted: Tue Nov 22, 2011 10:05 am
by rshetts2
My apologies for the delay, I got a new computer and fro some reason had issues accessing Hand Tracker and couldnt draw cards. The problem is fixed and Im good to go.
Ill play Strength in Numbers in Estalia
Re: Chaos in the Old World
Posted: Tue Nov 22, 2011 12:07 pm
by Jow
Round 2, Summoning Phase
Chaos effects:
Troll Country: Choking Stench: (During the battle phase, each opponent rolls one fewer battle die for each of Nurgle's Chaos cards in this region).
Creeping Death: (If Nurgle dominates this region, place one corruption token in each adjacent region.)
The Empire: Glean: This region is considered adjacent to all other regions.
Estalia: Strength in Numbers (If Horned Rat has more figures than any one other player in this region, the defense value of his figures is increased by one)
Tilea: Festival of Sinew (When an opponent summons a figure to this region, Slaanesh gains one power point)
Old World Effects:
Teclis Aids the Empire: Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in any region. - In the end phase when Old World cards are resolved, remove all cultists from every region containing at least one Event token. Then move all Event tokens in play to the region with the most corruption tokens.
Upgrades:
Khorne: Bloodletter (You gain two victory points each time you kill a figure in a region containing a Bloodletter)
Khorne is active.
Re: Chaos in the Old World
Posted: Tue Nov 22, 2011 6:38 pm
by Qantaga
I'm at my parents, so I only have a minute to check in. I'll make my move tomorrow a.m.
Re: Chaos in the Old World
Posted: Sat Nov 26, 2011 1:59 pm
by Qantaga
Khorne summons Bloodletter into Estalia.
Power Remaining: 5 of 7