Lizard Nation Briefing

Being the humble report of 1st consul Lizardicus Minorius to his grand emperor Reptilia Maximus

Your most gracious and noble emperor I am pleased to report that our attacks on human trade caravans across the desert have proved most successful. The highly valued silks and spices we have captured have paid for the equipment of many legions. Most of the legions have completed their training and many others are due to finish soon. The young newts who lack the discipline to join the legions have been gathered together to form warbands. I would recommend that now is the time to strike forth and finally collapse the upstart human settlements. I view the strategic situation as follows. We must protect our underground bunkers in the Ruins of Borozen at all costs as the hex is worth 3VP a turn. Control of Fort Vigilance would also be most useful allowing us to control the road network and giving 2VP a turn. You know we can never have enough roads, wide, straight, stone roads, oh yes! Who knows what resources we could plunder in Highport, I estimate 2VP a turn. Many art treasures are stored at Guilden Manor, these could be used to buy arms and armour. Capture of the Manor is worth a victory point a turn. Attacks on the Kalenen Ziggurat and Tilsit would be useful diversions for human troops and we would gain a victory point for each hex that we control per turn.

Victory Point Summary

Location

Victory Point Value

0301
Ruins of Borozen

3

0403
Fort Vigilance

2

0406
Highport

2

0603
Guilden Manor

1

0601
Kalenen Ziggurat

1

0704
Tilsit

1

  

Starting Forces

In the Ruins of Borozen hex 0301, 24 army points

In an advance raiding party in hex 0401, 12 army points

Recruitment

Each turn you can recruit forces in your homeland using the following table. If your homeland is captured by another nation you only get half the normal amount of troops and restrictions apply, see main rules. If the correct models are already in use alternatives to the required army points value will be supplied in the following order:

Recruitment Table

Die Roll

Recruits

1

4 Warband, 1 Shooter, 1 Blade

2

4 Warband, 1 Blade, 1 Spear

3

3 Warband, 1 Shooter, 1 Blade, 1 Spear

4

4 Blade, 1 Shooter, 1 Rider

5

2 Blade, 1 Shooter, 2 Spear, 1 Rider

6

2 Blade, 1 Shooter, 1 Spear, 1 Warband
and roll on the specials table

Specials Table

Die Roll

Recruits

1

1 Blade

2

1 Blade

3

1 Warband

4

1 Warband

5

1 Knight

6

1 Behemoth

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