Showing posts with label Command Company. Show all posts
Showing posts with label Command Company. Show all posts

Monday, March 13, 2017

WFMC Mobile - Art for The Kingdom of Rohan Companies and Formations of Various Supported Types [Part 2/11]

Getting back to the art for WFMC Mobile!!


Here are a couple of the Formations from The Kingdom of Rohan, showing one of each type of formation that is supported in the current Rohan list. Keep in mind that Rohan is very heavy with cavalry formations - that means that the majority of them will be similar to the image at the top-left.









Starting from the top-left, here we have a Formation in 3x2 Configuration of The Sons of Eorl. They are sporting their wide array of special rules, as well. This is what makes Rohan Cavalry so Unique - they have a wide array of additional special rules which make them very dangerous to encounter. Behind the Sons of Eorl is Eomer, King of Pelennor. He is the only Monster that is included within the Rohan Army List. He is armed with a Bow in addition to thrown weapons and other special rules to make him an intimidating addition with his Very Hard to Kill Special Rule, as well. Over on the right is a 2x3 Configuration Formation of Oathsworn Militia. While they are not overly powerful - they do provide a good staple for infantry for relatively inexpensive cost. They are very useful when fielded in small company count formations to allow the cavalry formations to line up for flank and rear attacks.




LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]




    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      Tuesday, September 20, 2016

      Extending the Angmar List with Missing Profiles - Legendary Formations [Part 13b/13]

      Next in the queue are the profiles from the Angmar List that have become Legendary Formations:
      • Azog, the Pale Orc astride the White Warg
      • Fimbul's Hunters
      • William (Bill) the Troll
      • Tom the Troll
      • Bert the Troll
      These new profiles add one new Cavalry and four new Monsters to the List.


      NEW LEGENDARY FORMATIONS FOR ANGMAR
      1. Azog, the Pale Orc astride the White Warg
      2. Fimbul's Hunters
      3. William (Bill) the Troll
      4. Tom the Troll
      5. Bert the Troll
      1) AZOG, THE PALE ORC ASTRIDE THE WHITE WARG
      For your entirely monster list, the leader of choice would of course be Azog's legendary monster Formation. Imagine it ... Azog on his white warg, a swarm of common Mirkwood Spiders and a winged Nazgul with the Witch King and the Necromancer allied in from the Mordor list just for good measure? That'd be so much fun - and think about it ... it would look almost like an SBG Army fighting in War of the Ring!



      2-3) FIMBUL'S HUNTERS AND WILLIAM (BILL) THE TROLL
      Fimbul's hunters are an advanced version of the Hunter Orcs profile that we saw earlier. They get Advanced Fell Sight as well as the ability to be upgraded with Bows - to take full advantage of their Expert Rider special rule.


      As for Bill the Troll - here is a powerhouse that can cause significant damage to any wary formation. He has Very Hard to Kill, which alone makes him a Hero that could be around for a very long time in the game and other special rules that will easily change the flow of each phase. Cool thought - play all 3 of the Trolls against some Hobbits or some Dwarves ... that'd be a blast!

      [Note that only the first page of each of the profiles is actually shown above - there is a second page for each that includes the Epic Actions that these two formations can perform.]



      4) TOM THE TROLL
      Continuing with Tom, we have a very strong troll that can last against any other formation. He also has the special rules to paralyze - which could change a Fight Phase very easily.



      5) BERT THE TROLL
      Bert follows suit with the other two Hobbit Trolls. While not as "powerful" he still is a match for an other troll within any other list.







      So, there we have it - the updates for the Legendary formations within the Angmar list. Go grab a copy below, and start playing with the updated and extended profiles, today!


      To download and unlock the PDF for Angmar, click the button below! The PDF will be delivered to your email address that you provide during checkout.

      $24,99  $9.99
      Right now - 66% off of normal price for the Kick-off of this document! 
      Sale price is ending on October 31, 2016!

      SEE MORE ON THE DOWNLOADS PAGE!


      LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

      1. Describing the Process [Part 1/13]
      2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
        1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
        2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
      3. Extending the Gondor & Arnor List [Part 3/13]
      4. Extending The Kingdom of Rohan List [Part 4/13]
      5. Extending The Elven Kingdoms List [Part 5/13]
      6. Extending The Dwarf Holds List [Part 6/13]
        1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
        2. Common Formations [Part 6b/13]
        3. Legendary Formations [Part 6c/13]
        4. Epic Heroes [Part 6d/13]
      7. Creating The City of Dale List [Part 7/13]
      8. Extending The Forgotten Kingdoms List [Part 8/13]
      9. Extending the Mordor List [Part 9/13]
      10. Extending The Fortress of Isengard List [Part 10/13]
      11. Extending The Misty Mountains (Moria) List [Part 11/13]
      12. Extending The Fallen Realms List [Part 12/13]
      13. Extending the Angmar List [Part 13/13]
        1. Common and Rare Formations [Part 13a/13]
        2. Legendary Formations [Part 13b/13]
        3. Epic Heroes [Part 13c/13]


          Wednesday, September 7, 2016

          Extending the Angmar List with Missing Profiles - Common and Rare Formations [Part 13a/13]

          It has been a long time since I've added to this series of posts for Missing Profiles - and I am sure that everyone is anxiously waiting for these updates. Here are the profiles that have been added for the Angmar list.

          Here are the profiles from the Angmar List that have become Common Formations:
          • Hunter Orc Warband
          • Fell Warg Pack
          • Mirkwood Spider
          These new profiles add one new Infantry, one new Cavalry and one new Monster to the List. The really cool part is that the Mirkwood Spider being a Common Monster - it is feasible to have an entirely monster focused army with Angmar, now.

          NEW COMMON FORMATIONS FOR ANGMAR
          1. Hunter Orc Warband
          2. Fell Warg Pack
          3. Mirkwood Spider

          1) HUNTER ORC WARBAND

          The Hunter Orc Warband is a pretty standard rank-and-file unit. They carry over the Many Blades rule which when used in conjunction with Prowler can provide a very strong shock troop (which would mean playing this formation more strategically - for orientation, priority determination, charge distance, banner inclusion, etc...).



          2) FELL WARG PACK

          The Fell Wargs provide a strong cavalry force for Angmar; they get the unstoppable charge bonus more easily with their Fell Sight and similar to the Hunter Orcs they also provide for a more tactical game play. It would probably be wise to use the Angmar Orcs as fodder and then strategically maneuver these stronger shock troops to gain maximum benefit.

          3) MIRKWOOD SPIDER

          50 points for a monster is a great bargain - considering that it has the Hard to Kill and Pathfinder (Woodland). Bringing a long a few of these (as common formations) can make the Angmar army more of a "control" game play - meaning that the Striking Order (Monster) special rule will be removing models from the other player before they can retaliate.


          Also, as mentioned above, this gives the player an option to field a Monster-only army (which would be similar to an Ent Only army that we saw in a past White Dwarf).

          Here are the profiles from the Angmar List that have become Rare Formations:
          • Hunter Orcs on Fell Wargs
          • Gundabad Orc Regiment
          • Spectre Warband
          These new profiles add two new Infantry and one new Cavalry to the List.

          NEW RARE FORMATIONS FOR ANGMAR
          1. Hunter Orcs on Fell Wargs
          2. Gundabad Orc Regiment
          3. Spectre Warband
          1) HUNTER ORCS ON FELL WARGS

          The Hunter Orcs on Fell Wargs basically combines the Hunter Orc Warband and Fell Warg Pack into a single Cavalry unit. Since they get the benefit of both base unit, they can provide a very strong and fast shock troop. I like the way that Angmar is becoming with the Hobbit extensions - it makes this Army feel more like a "smart person" army that requires more forethought than say a Dwarf Army - which is all about "smash into the other guy and last longer then them".


          2) GUNDABAD ORC REGIMENT

          The Gundabad Orcs provide a rank-and-file unit that is surprisingly durable for Orcs. If they are given shields in addition to their pikes - they can be played similar to a formation of Isengard Uruk-hai. Additionally, if they have Bolg added as a Hero of the formation - they will be a formidable block.

          3) SPECTRE WARBAND

          The Spectre Warband creates a unit that can easily close the gap (since they have their Enchanted Cloaks) and then create an uneasy looming fight with their other special rules. Again this gives the Angmar player the ability to play a "mental game" taking the Spectres against a lower-courage formation basically ensures that the enemy will lose.


          I really like the Angmar formations that have come out of the Hobbit profiles. They give the army a new life that was really lacking before - and almost makes the Army into a "control/tactical" one that allows the player to effectively manipulate the battlefield and consider unit placement and orientation more than traditionally done.

          By the way ... I'm going to need to update the Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13] since the updates to the Angmar Army List are 100% complete.


          To download and unlock the PDF for Angmar, click the button below! The PDF will be delivered to your email address that you provide during checkout.

          $24,99  $9.99
          Right now - 66% off of normal price for the Kick-off of this document! 
          Sale price is ending on October 31, 2016!

          SEE MORE ON THE DOWNLOADS PAGE!



          LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

          1. Describing the Process [Part 1/13]
          2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
            1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
            2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
          3. Extending the Gondor & Arnor List [Part 3/13]
          4. Extending The Kingdom of Rohan List [Part 4/13]
          5. Extending The Elven Kingdoms List [Part 5/13]
          6. Extending The Dwarf Holds List [Part 6/13]
            1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
            2. Common Formations [Part 6b/13]
            3. Legendary Formations [Part 6c/13]
            4. Epic Heroes [Part 6d/13]
          7. Creating The City of Dale List [Part 7/13]
          8. Extending The Forgotten Kingdoms List [Part 8/13]
          9. Extending the Mordor List [Part 9/13]
          10. Extending The Fortress of Isengard List [Part 10/13]
          11. Extending The Misty Mountains (Moria) List [Part 11/13]
          12. Extending The Fallen Realms List [Part 12/13]
          13. Extending the Angmar List [Part 13/13]
            1. Common and Rare Formations [Part 13a/13]
            2. Legendary Formations [Part 13b/13]
            3. Epic Heroes [Part 13c/13]

          Monday, August 8, 2016

          WFMC Mobile - Art for Elven Kingdoms Companies and Formations of Various Supported Types [Part 3/11]

          Next up is a couple of the Elf Formations, showing one of each type of formation that is supported in the current Elven Kingdom's list.



          Starting over on the left, Glorfindel, Lord of the West is shown. He has all of his bane, hard to kill, striking order, etc... special rules as well. He is a monster formation that has the same base size as a cavalry model (similar to the cave troll). To his right is a formation of an Elven Chariot. This is one of the "new models" (i.e., one that was listed in Legions of Middle Earth that never had a model made or a profile, for that matter). Next, to the right, is a formation of Galadhrim Archers in 2x3 Configuration. As you can see (by the first icon under them), they have a Pathfinder included in the formation - in addition to their Pathfinder, Terror and Longbows (which are the other 3 icons). Next to the right is a formation of Galadhrim Knights in 5x2 Configuration. If you look at the profile for them, they have glaives in addition to their other special rules that are shown. Finally, at the bottom right is a 3x1 Configuration formation of Elven War Catapults.

          So, there we go for Elves ... Still looking awesome! Also, I'm having a pretty good time with this, too - even though it is a little slow going.



          LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
          Help make WFMC Mobile get released to the Apple App Store with a donation!


            LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
            • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
            • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
            • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
            • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
            • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
            • Using WFMC to Verify Movement Examples [Part 23/23]


            LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

              Wednesday, May 25, 2016

              WFMC - Continuing to Implement the Mobile Version on iPhone/iPad [Part 11/12]

               I've made a little more head-way on the Mobile Version of WFMC and thought everyone would be interested to see some screenshots.


              Here is the Launch Screen. Notice that it is similar to what was drawn out in Part 10/12 (as expected - lol). You can click on the "Play" label (as of right now the "Options" label is still disabled) and it takes you to the next Screen.




              This is the Play Options screen. When you click on "Play" on the previous screen it brings you here. Similarly, the "Custom Play" option is still disabled and getting worked. Clicking on "Quick Play" takes you straight to the Priority Phase for the game.



              This is the screen for the Priority Phase. The round at the top shows you which round it currently is - as well as who has the Priority from the previous round (marked with the One Ring). The players can click on the dice icon to "roll" and it will keep track of what values have been rolled. Likewise, the target button at the top right is the "Intervention" button that allows the "other player" to intervene with Might Modifications or other Active Special Rules that have applicability to the Priority Phase. The icon at the bottom right is the "Modify" button that allows the "current player" to intervene with Might Modifications to their roll. The door button at the bottom left is the "Done" button that allows the Priority Phase to be completed and move on to the Move Phase after both players have rolled for Priority and the victor for priority for the current round has been determined.



              I have a screen for the Move and Magic Phase - but I just have not included them. The next screenshot is the Shoot Phase. Here, Player 2 has priority for the round, but the Isengard Formation doesn't have any ballistic capabilities, so then Player 1 gets to perform his shooting attacks. The Gondor Formation of Minas Tirith Archers are shooting at short range (you can't see it but the long range is actually a lighter shade of alpha'ed green. Also, notice that it is only showing the command company for range - this is something that needs to be fixed as well ... so that all 3 front companies are included when drawing in the "in range" cone.



              Here is the Charge Phase. Again, Player 2 had the priority for the phase, but the Isengard Formation stalled its charge - so now the Gondor Formation can attempt to charge. Notice that it shows the "required roll value" by the shade of Red - where in this case a 4 is needed to reach the Isengard Formation dead on and a roll of 4-6 will "reach".



              So, there we have it so far ... I know it doesn't look like much yet ... since it is still getting underway ... but, believe me, that was a lot of work just to get it to this point! Any thoughts, comments or suggestions are of course welcome. I look forward to what the greater community has to say.







              LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
              Help make WFMC Mobile get released to the Apple App Store with a donation!


                LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
                • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
                • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
                • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
                • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
                • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
                • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
                • Using WFMC to Verify Movement Examples [Part 23/23]


                LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

                  Sunday, May 1, 2016

                  WFMC - Starting the Implementation of the Mobile Version on iPhone/iPad [Part 10/12]

                  So, I was inspired and figured that I would use my Friday snow day starting the mobile application for WFMC that I was talking about ...


                  In the 8 hours that I had to spend working on the application, I was able to get the mobile version instantiated and get it to draw the formations in the proper configuration. You can also see that I have the dice rolling working and drawing to the screen. Even though it doesn't look like much, yet; I am pleased with the progress that has been made ... I can change the configuration of the formation and have it draw correctly. I also have it mark which company is the command company (outlined in Red). Just getting this far was a lot more work than I thought it would be! Continue to stay tuned ... I am sure that more will develop as going forward!








                  LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
                  Help make WFMC Mobile get released to the Apple App Store with a donation!


                    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
                    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
                    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
                    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
                    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
                    • Using WFMC to Verify Movement Examples [Part 23/23]


                    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

                    Thursday, April 7, 2016

                    Updates and Extensions to the Rules for Fates - Faltering Nerve, Sigil of the Fallen Kings, & The Crown of Carn Dum [Part 12/24]

                    Here are the next set of Fates for Evil Armies.

                    I particularly like the changes that have been made to the Sigil of Fallen Kings. This makes this Fate a lot more useful in the sense that it is persistent through the entire game (even if the original owning formation is destroyed). The other changes allow for more clarification of the rules, as well.

                    One that was necessary was the special rule for the Crown. It had mentioned that the Hero suffers automatic hits ... but this didn't make sense since it would just be discounted by their Resilience - so it was changed to the Hero's formation that takes the automatic hits. Enjoy! Let me know what you think!












                    LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
                    1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
                    2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
                    3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
                    4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
                    5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
                    6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
                    7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
                    8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
                    9. Magical Resistance & Blessed Grove [Part 9/24]
                    LINKS TO OTHER FATE UPDATES AND EXTENSIONS
                    1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
                    2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
                    3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
                    4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
                    5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
                    6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
                    7. TBD [Part 16/24]
                    LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
                    1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
                    2. TBD [Part 22/24]

                    Monday, March 21, 2016

                    Updates and Extensions to the Rules for Fates - Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]



                    Here are the next set of Fates for Evil Armies. This set provides mostly the point updates that were required to bring them in-line with the others that are available. Enjoy!



















                    LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
                    1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
                    2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
                    3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
                    4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
                    5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
                    6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
                    7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
                    8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
                    9. Magical Resistance & Blessed Grove [Part 9/24]
                    LINKS TO OTHER FATE UPDATES AND EXTENSIONS
                    1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
                    2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
                    3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
                    4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
                    5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
                    6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
                    7. TBD [Part 16/24]
                    LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
                    1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
                    2. TBD [Part 22/24]

                      Tuesday, March 15, 2016

                      Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]


                      After reviewing several of the older posts for reconfiguring formations, I noticed that the images that were included with the 5 Company reconfigurations were "off". As such, I've decided to revisit this thread of posts and continue to provide clarification and calculations. This post will deal with  Infantry Formations that are comprised of 5 Companies and their associated permutations of reconfiguration and the movement cost associated with those reconfigurations.


                      WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!



                      For Case 5-1 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.98".




                      For Case 5-2 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 8.98".




                      For Case 5-3 it appears that the worst case movement is Company 3. So reconfiguring in this fashion would require a Move of 4.93".





                      For Case 5-4 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 6.41".






                      For Case 5-5 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 13.21".




                      For Case 5-6 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 9.87".




                      For Case 5-7 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 12.82". Oh, now this is interesting ... This means that for a Formation that has a Move Value of 6" the only way to perform this type of reconfiguration in a single round would be to expend Might and perform a Heroic Move.



                      For Case 5-8 it appears that the worst case movement is Company 3 or 4. So reconfiguring in this fashion would require a Move of 4.93".




                      So, for Case 5-9 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 11.19". For a Formation with Move Value 6" this is still barely doable with an "At the Double!".
                      



                      For Case 5-10 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.31".





                      SUMMARIES (for the 5 Company Formation)


















                      LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


                        LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
                        • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
                        • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
                        • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
                        • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
                        • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
                        • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
                        • Using WFMC to Verify Movement Examples [Part 23/23]