Let’s Play Over War! Part 5: Ancient Peaks
This is the final push toward Highbridge and completing the scenario!
I start by moving up. Unit 1 activates and chases me. That is the 6th movement of the day cycle and it triggers a change.
Day 3 - Morning
A new Unit 5 spawns at the point next to Highbridge.
I attack Unit 1.
Like all other Units, I generated this one randomly. If it went first, the Chain Demon would hurt me, but as I go first, it’s defeated on the first attack with Samael’s double hit.
I thought I had made enemy Units too weak, but I changed my mind. They’re fine. I used the book’s recommendation (1~2 fewer DPs than player’s Unit). At face value, they seem weak, but you have to account for other variables, like back to back battles, no access to healing, enemies attacking first, etc.
In any case, Samael kicks the Chain Demon’s ass back to hell.
The westernmost Unit 5 activates and captures Hammerfels, turning it permanently Hostile. After the whole ordeal with the tax collectors, they deserved better, but so it goes.
Not much happens until the next cycle change.
Day 3 - Night
I reach Highbridge and engage the Unit 5 occupying it.
Commander Samael knocks out the Pawn in the back, then the Knight of Black Barbs, suffering 1 damage from the Knight’s Feedback trait.
The Galvinomancer attacks furthest for 1 Magic. That would be Maiswer, leaving him with 1 HP. Backlash deals 1 damage to the Galvinomancer.
Velon hits the Galvinomancer for 1. Annabel heals 1 HP to everyone, topping Samael and Maiswer up. For the last action, Maiswer knocks out the Galvinomancer.
Note: What’s cool about the combat system is that every time I attack a Unit 5, the fight will go the exact same way. Results would only vary if I changed formation or if the enemy attacked me.
Unit disbanded. Highbridge is captured!
We already know what Highbridge’s main conflict is: monsters constantly attacking it due to the spawn point nearby. Like I said back in Part 1, the problem I left for last was gonna have bad consequences. I decided Highbridge won’t turn friendly until the issue is resolved, so I can’t heal or restructure there.
I don’t get a Divination Card for now.
Who lives there?
2d6 = 4, BeastsHow do they feel about your presence?
2d6 = 5, Just another unknown army passing by.Government type
D6 = 2, HeadsmanMain industry
2d6 = 7, FarmingHow is Highbridge being affected?
Evade + Message
That’s a tough one to interpret. I guess the villagers lost access to the beacons that alert all scouts and allied settlements, like Bellevue, that the Under Night has come. Kind of like the fire beacons in Minas Tirith, from Lord of the Rings.
Image: https://www.ign.com/articles/best-lord-of-the-rings-quotes
Ok, the beacon is d6+1 hexes away:
D6+1 = 2
The place is devastated. Vanquishing the invading Unit gave the people a semblance of hope. The local leader (randomly rolled), a beastkin called Walustt, tells Samael about the beacon and how to reach it. “Be careful, though, as the Over Night is crawling all around us.”
First, I’m gonna trace a route to avoid the enemies and reach the beacon as fast as I can. Since I rolled a 1 on the d6, making it really close, I’m gonna rule that the TN is 12.
Tactics check (12)
3d6+2 = 12!
Well, that was something.
Ok, we successfully trace a route to the beacon and move toward it. This helps us on our journey as enemies won’t detect us so easily.
Does any enemy Unit see us (unlikely)?
First hex: No
Second hex: No
The beacon is lit! Beastkin scouts and patrols around the region turn toward it to answer the call. Bellevue readies its troops to uphold its old alliance with Highbridge. Even the recently liberated Castle Wintermarsh sets off with what they can spare to aid their neighbors against the Over Night.
Samael the Uniter managed to liberate the Ancient Peaks, a small part of Ballark. A tiny step toward a much bigger endeavor, but an accomplishment nonetheless.
And with that, the scenario is complete!
I could have done that last objective with a boss fight, and I understand if you find it a little underwhelming. But combat is the meat of Over War. I wanted to show it doesn’t have to be everything when playing solo.
What’s next after completing a scenario? Downtime and advancement!
Downtime
During Downtime, we have two options for upgrading our Unit: Simple or Complex Advancement.
Complex is where we build a War Camp, with multiple buildings that grant us different benefits, like items, new characters, and even Commander bonuses. The unlocks apply to all players, so that’s really cool with a group or more than one Unit.
Simple Advancement is easier, and what I’ll use. The progression granted depends if the scenario completed was odd-numbered, like this first one, or even-numbered.
I chose a Chalice, and didn’t switch any Card. I now have 6 Draft Points! That really opens up the possible combinations for my Unit, especially with all the new characters I unlocked. Awesome!
I’ll let you check the Complex Advancement for yourself.
And that’s it for this playthrough. I hope you enjoyed reading it and, more importantly, that it made you wanna give Over War a try.
I loved my time with it. It’s a fantastically designed game. The depth of the combat and synergies is impressive. It always fascinates me to think of the amount of work that goes into writing and balancing something like this.
But it is a Blackoath game after all, so in other news, water is wet.
If I could request anything, it would be solo scenarios! The ones in the core book are designed for group play, and they look incredible. I’d happily buy a scenario supplement built for solo players.
Richard Kelly wrote the solo adventures in Riftbreakers 2e. The quality of a dedicated scenario supplement would be nothing short of amazing.
I didn’t mention this before, but Over War has an expansion, Ballark in Flames. It adds a ton of new regions and lore, factions, items, mechanics, traits, characters, advancement upgrades, and even game modes. I played only with the base game to keep things simple.
Thank you for reading, and until next time!
Over War: Monarch Edition is available on DTRPG.










