First, looking for capital cities, I decided that the two westernmost capital spots were easy choices. The mountainous one in the north is good for dwarves. Then there is the the coastal capital spot down in the south east, which is far from the first two and has plenty of space; as coastal cities are also ports, that seemed fitting for the human faction. Finally, the last empire will have to be close to one of the other two; I decided to put it the mountainous capital spot close to the humans, and give it to the Sulatar, since they have some affinity with volcanoes. That leaves the orcs with the south-west capital.
ME Campaigning Season
The summer campaigning season in ME sees each empire march armies or "banners" across the map, for scouting and fighting. Each banner has a strength measured in points (originally meant to be WFB points), which is allowed to be between 500 and 1500 (although it can be reduced lower by casualties).
There can be multiple banners in a tile, and this is the only way to have an army larger than 1500 for a battle. The other empires know where your banners are but not their strengths initially; they can discover this through scouting or, later on, by spies.
Each season is six months, and a banner can scout one tile per month at most. So in the early game each empire will typically split most of their army down into 500-strong banners to spread out and scout territory (which comes under that empire's control).
Baggage is also a big deal in ME. Each empire starts the game with 2d6 baggage points to distribute as they like. Each banner needs food; one banner can live off each village or fortress tile and 2 off of each city tile (provided there is no siege in progress). If more banners than that group together, or a banner is in a barren tile, it has to consume baggage or take losses from starvation. Starvation also hurts besieged fortresses and cities particularly badly, as there is a chance that the defenders just surrender.
Every empire knows the starting army points of the other empires, because in a competitive game, that is an open dice roll. I guess for this solo game I could decide to waive that, but I am going to be doing a lot of reasoning about what each empire knows versus what I know as the GM, and I might as well not add things to the should-not-know list.
Okay, time to roll the starting realms, armies and baggage for each realm, make their plans and set up their armies.
Sulatar
The Sulatar have worst starting position: close the the strong Storm Lords, less space than the other empires to grow, and a mountainous starting area. They roll fairly well to get 3 villages, 2700 points of armies and 7 baggage to start with.
Their immediate problem is the Storm Lords; they are outnumbered 3:2 and the Storm Lords could be besieging their capital by mid-year. The empire that controls the river crossing has the upper hand here, and there is no chance that the Drow can get control of it early. They should be able to defend in year 1, but it could cramp their growth so much that they cannot catch up afterwards.
But even if the SL throw their entire force at it, they probably cannot win in year 1; and they rolled low for baggage, so they are not too likely to try it. So the Drow should guess that they will not try it, and seek to expand normally but be prepared to fall back to defend if the SL seem to be trying for a knock-out blow.
Sulatar armies & strengths: banner 11 (700pts), banners 12,13,14,15 (500pts each). I am using the red armies 11-20 for the Sulatar (ME only has coloured stickers for three empires); as they are far from the orcs there will be no confusion.
White Fang Orcs
The orcs have the best starting location, far from their enemies. So in principle they can grab a lot of territory while the others are fighting amongst themselves. However they are exposed: there is no serious terrain obstacle preventing the dwarves from marching straight at them.
The orcs roll a little poorly for their realm: only 2 villages and a fortress (and I do not really care about having a fortress so close to the capital in general, I would prefer to have something closer to my border). They then roll terribly for armies, getting only 2000 points. That means they are outnumbered 2:1 by the Storm Lords and nearly 2:1 by the Duergar. It might take two years to make up that deficit if their enemies do not spend their lead fighting each other. With only 2000 points, there are no plans to make — all they can do is split it into 4 scouting armies, grab uncontested territory and hope to be stronger next year.
Since their enemies know that they have only 2000 points and each banner has to have 500 at least, this sadly gives away the size of all of their banners; but it cannot be helped without reducing their scouting — scouting they badly need to grow to catch up.
Orc armies: banners 1,2,3,4 (500 pts each).
Storm Lords
The Storm Lords start with a coastal capital, which has advantages and disadvantages: there is a chance of ships and extra revenue, but they have fewer directions to scout so it may cramp their growth a bit in the first year.
They do really well when rolling for their initial realm though: they get a second coastal city, and 4 ships between them (rolled a 6 for the ship roll for their capital)! Each ship is 1 extra revenue, so their starting revenue is 14, which is as much as the two neighbouring empires combined. That difference will be smaller after the first year of campaigning, but it still makes them the strongest empire starting out. They also roll high for armies, getting 4000 points to play with. They do roll only 3 points of baggage though.
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| Storm Lords' Armies and Fleet |
The question is: go for the Sulatar in year 1? With little baggage, it would be expensive without any guarantee of success. I decide on a more daring plan: go for the orcs instead. There is more fertile territory to gain with a lunge that way, and arriving at the orcs' border in mid-year may catch their armies scattered in which case none can individually resist. Meanwhile the Drow will not know that they actually outnumber the Storm Lords in the east, and are very unlikely to push forward as a result; in effect the armies in this area will be bluffing to seize territory and stall the Sulatar.
Storm Lords' armies: banner 1 (1000pts), 2 (500pts), 3 (1500pts), 4 & 5 (500 pts each)
Hammerhead Clan
The Duergar have the most terrain-hostile part of the map to play in. In ME, armies that do not have a clear path to their capital at the end of the year have to make a winter march, which almost always leads to casualties and often the complete loss of the army. And the Duergar have no clear path from the areas north or east of them back to the capital. Particularly annoying is that area enclosed by the two forks of the river east of them — it is accessible to the Sulatar capital, but not to their own; so the Drow can get close and the Duergar cannot mount a permanent defence there. On the flip side, the difficult terrain to the north and west means they can grab that territory in the first campaign season and then forget about it: no-one is likely to take it away from them.
They roll well for their realm, getting 4 settlements (3 of them fortresses, though I do not like to have so many since you cannot garrison all of them) in their mountainous realm (highland tiles have a lower chance of settlements); and roll 3700 points of armies and 6 baggage.
Their plan has to be to scout those areas north and west while there are no enemies about; scout towards the Sulatar while they are worrying about the Storm Lords; and be careful to get all those scouting armies back to safe areas before the winter weather sets in. They can send a larger army towards the orcs who can hardly oppose them until the dwarves get close to the capital (which they do not plan to do in the first season).
Hammerhead armies: banner 1 (1000pts), banner 2 (700pts), 3,4,5 & 6 (500 pts each.
















