Arabian Nation Briefing

Being the report of Weasel the thief (sorry head of spying and related services) to Pasha Pooke

Most gracious and magnificent Pasha I am most pleased to report that since the privatisation of the royal spy network my contacts have been most active. Unfortunately I must report that the Barbarian, Lizard and Orc nations are all planning war against your most noble kingdom. The Orcs have bred like Orcs in their wooded reservation, the Barbarians are as mad as ever and the Lizards have constructed underground training bunkers in the ruins of Borozen. I would humbly request the immediate settlement of my account so I can move to the next Caliphate along the coast. In the meantime here is my opinion of how to gain some victory points before doom strikes. It is essential to protect trade so Highport is worth 3VP a turn and the smaller port of Tilsit 1VP a turn. As most of your personal fortune is stored at Guilden Manor and the shrine of the Kalenen Ziggurat I would recommend safeguarding these two sites for 2VP a turn, each. Control of Fort Vigilance gives control of the road network so necessary for trade and is worth 1VP a turn. I would also recommend destroying the Orc reservation as each turn of occupation is worth 1VP a turn.

Victory Point Summary

Location

Victory Point Value

0406
Highport

3

0603
Guilden Manor

2

0601
Kalenen Ziggurat

2

0403
Fort Vigilance

1

0704
Tilsit

1

0802
Greenskin Reservation

1

Starting Forces

In Fort Vigilance, hex 0403, 36 army points

In Highport, hex 0406, 24 army points

In Tilsit, hex 0704, 24 army points

In Guilden Manor, hex 0603, 16 army points

 

Recruitment

Each turn you can recruit forces in your homeland, six army points at Fort Vigilance and six army points at Highport, using the following table. If your recruitment hexes are 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

5 Shooters, 1 Riders

2

4 Shooters, 1 Riders, 1 Knight

3

3 Shooters, 1 Knight, 1 Rider, 1 Spear

4

2 Shooters, 1 Knight, 1 Rider, 1 Spear,

2 Hordes

5

1 Knight, 1 Rider, 2 Blade,

4 Hordes

6

2 Knight, 1 Rider, 1 Blade,

2 Hordes and roll on the specials table

Specials Table

Die Roll

Recruits

1

1 Shooter

2

1 Shooter

3

1 Shooter

4

1 Shooter

5

1 Artillery

6

1 Behemoth

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