Let’s Play Over War! Part 4: War never changes
The siege on Castle Wintermarsh has ended and our Unit travels on!
Day 2 - Night
I finish my first movement in the Desert. That deals a Unit Attack All 1 Physical damage. Not great, but we can power through. Enemy Unit 1 moves closer.
I enter the Road hex on the southwest and get a movement boost to reach Wachtholz.
Note: hexes can only be of one type. The hex on the map is a desert with a road, but that’s just for aesthetics. If it has a road, it’s a Road hex.
A new combat begins!
Combat
Samael hits the Galvinomancer (Slot D, furthest) for 3 damage, knocking them out. On the second attack, Samael knocks out the Cherubim on Slot A.
The vicious Goblin Bomb Toboggan (awesome name) attacks my entire front row for 1 Magic damage. Their Detonate trait makes them explode in gory bits around the battlefield (not really, they’re only knocked out, but this visual is more fun).
Velon attacks nearest, which is slot C, for 1 damage, knocking out the Dune Runner.
Now I’m not sure if Annabel continues with the healing after all enemies are knocked out. The battle is essentially over, but should she still act? In some games of this style, like Unicorn Overlord, healers still act after everyone. Well, I’m going to rule here that no, if all enemies are knocked out, combat immediately ends.
Victory for us! The enemy Unit is disbanded. Wachtholz is no longer occupied and becomes friendly.
Our Unit is healed!
Divination Card
Six Of Cups: Your Commander cannot be knocked out during this combat, even if reduced to 0 HP, but is immediately Knocked Out after combat ends.
Who lives there?
2d6 = 7, HumansHow do they feel about your presence?
2d6 = 6, Just another unknown army passing by.Government type
D6 = 6, Popular voteMain industry
2d6 = 10, CraftsMain conflict
Preserve + Friendship
I’m thinking they want to keep their trading deals with other settlements even amid the constant threat of the Over Night. Maybe it’s a defense pact with another town? That could be Castle Wintermarsh. With the siege over, the handworkers and tradespeople want to supply the castle so they can rebuild, upholding their alliance.
But the populace is divided. Others would prefer to keep the resources and prioritize their protection. The recent occupation was traumatizing.
Tough choice. I think Samael would agree that helping Wintermarsh is the right course. They are a unifier. They understand that a fractured Ballark is weaker, that isolation only benefits the Over Night. When fear and selfishness replaces cooperation, alliances break, and hoarding resources in isolation won’t help against an organized enemy.
Yeah, I like that. That’s what Samael tries to convey to Wachtholz:
2d6 random TN = 9, TN 15
3d6+2 Noblesse Oblige check = 14, fail!
Well, Samael tried their best, but the people are afraid and entrenched. Their vote is clear: Castle Wintermarsh will have to rebuild by itself. This is war, and not the time for altruism. Samael thinks that war is exactly the time for altruism, but their opinion doesn’t matter.
We leave Wachtholz saddened for their decision, but just like war, our resolve doesn’t change. The liberation continues.
Would anyone like to join our Unit (unlikely)?
Oracle: No.
So it goes.
Keeping it short today. Final session next time!
Over War: Monarch Edition is available on DTRPG.




