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Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:03 pm
by Breca
This week's spotlight is on the great hinterlands of the Iron Barony, home of the Orcs!

The great, sprawling hills and wastes of the Iron Barony are home to a vast orcish realm. The orcs here are indigenous, and in ages past battled the dwarves of Cor Vilaad for the same living space. Today, however, both realms have turned their watchful eye to a greater threat...the mighty migrations of the humans across the continent. Already Dragonhold has carved an impregnable outpost from the northern frontier. And the barbarians of Vessoi beat the drums of their own horde.

While at peace, the orcs are as likely to bicker and fight amongst themselves. But at war, the Iron Barony is capable of mustering fearsome numbers. They employ little in the way of tactics. Still, the orcs laugh away their losses in battle; they can always be replaced.



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:04 pm
by Breca
The Iron Barony's flag...



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:05 pm
by Breca
The Iron Barony's Units...



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:05 pm
by Breca
The Iron Barony's Battlemage...

When a Battlemage serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:

Scorched Earth: All Units take 20 War damage. Any Units in Wasteland take 40 damage instead.
Red Ley Lines: For the remainder of this battle, all Land Units you own convert their attacks to War damage. If you are in a Province with a Landmark, your Land Units gain an additional +1 Attack.

Only one card may be played per turn.



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:06 pm
by Breca
The Iron Barony's Taskmaster...


When a Taskmaster serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:

Driven Duty: If you are the Attacker, increase Victory Turns by 2. If you are the defender, decrease Victory Turns by 2.
Fear of the Lash: All your Units suffer a -1 Morale for the remainder of this battle. All of your Units gain +1 Attack and +1 Move for the remainder of your turn.

Only one card may be played per turn.



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:06 pm
by Breca
The Iron Barony's Spell Tree focuses on exploitation and desolation:

Level 1
Exploit Mines:Cast on any Wasteland you own. That province gains a +10 Economy. Every 4 turns, that province's Economy is reduced by 1 permanently until it reaches 0. Exploit Mines may not be cast on the same province twice.
Forced March: Reset all move points for a Stack.

Level 2
Acid Rain: A black rain pours upon a forested province, damaging its Economy by 1.
Mudslide: Attackers entering this province must immediately make a Disorder Check. Units with Mountaineer, Mountainhome, Flying or Phantom are immune to these effects.
Bone Hex: If target enemy attacks, it destroys itself as well. Target only Standard Units.

Level 3
Scorching Sky: The skies burn. While in the affected provinces, all Flying Units have -2 Initiative and -3 Morale.
Quarantine: Your province is quarantined. Movement and trade routes into and out of it are blocked.

Level 4
Curse: Negate all special abilities for one Standard or Elite unit for 6 turns.
War Machine: Your war machine sends more units to the meat grinder. Every unit you own gains Expendable for the duration.

Level 5
Column of Flame: A column of fiery destruction engulfs a target stack, dealing 1-100 damage to each unit in that stack.



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RE: Weekly Spotlight: Iron Barony

Posted: Sun May 04, 2014 11:07 pm
by Breca
The Landmark in Jara Doom...



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RE: Weekly Spotlight: Iron Barony

Posted: Tue May 06, 2014 2:25 am
by nukkxx5058
Wow ! It looks fantastic ! Can't wait !

RE: Weekly Spotlight: Iron Barony

Posted: Tue May 06, 2014 8:54 pm
by jack54
Thanks again for the update:)

Question: How does recruitment take place...?

Example: do recruited units arrive in the Iron City...or are units recruited by area?

Does area ownership affect recruiting ability...?

example: Does owning Mirak's Run or Jara Doom allow you to recruit Archers?

Again looking Good [:D]


RE: Weekly Spotlight: Iron Barony

Posted: Tue May 06, 2014 9:24 pm
by Breca
You may purchase units at any time during your turn. Each unit takes a number of turns to raise before they are ready. Ready units then enter a deploy pool. A bit more on these basics...

Typical units take 2-3 turns to raise. Mercenaries typically take 0-1 turn to raise. Mercenaries are cheap and fast to raise, but expensive to maintain long-term. Orcs also tend to be fast to raise, but more expensive to maintain. On the other side of the spectrum, Elves take the longest to raise, among the 5 basic races.

Some examples:
Turns Unit
0 Orcish Grunts (Iron Barony)
1 Soldiers of Fortune (Azure Isles)
2 Marines (Ariselle)
4 Cannoneers (Brogen Hur)
9 Swordsinger (Sonneneve)
13 Cloud Dragon (Dragonhold)

The time it takes to raise certain units can be an important factor in deciding which unit to purchase. Do you need emergency reinforcements now? Or can you wait and invest in a powerful unit that will serve you well over time?

A minority of units have terrain restrictions in where they may be deployed. For example, a Treant has an ability called Foresthome. It may move freely through forests (no terrain movement penalties) but may likewise never leave Forest provinces. So a player may only deploy a Treant in forest provinces. Other units, like Marines will only deploy into provinces with a Harbor but may move anywhere after that. Most units, however, may deploy into any province you own.

RE: Weekly Spotlight: Iron Barony

Posted: Wed May 07, 2014 5:36 pm
by jack54
Thanks Breca...[:)]

RE: Weekly Spotlight: Iron Barony

Posted: Sun May 11, 2014 9:56 pm
by Breca
Iron Barony Unit spotlight: Orcish Grunts.

Orcish are expendable cannon fodder. Throw them carelessly against your enemy's mighty walls. We'll build more...

When Orcish Grunts receive their first combat Medal, they may gain one additional ability of your choice:

Heal +1
Morale +1

When Orcish Grunts receive their second combat Medal, they may gain a final ability of your choice:

Attack +1:
Shackles: Any enemy Unit retreating as a result of damage from this Unit is instead captured and becomes a Prisoner.



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