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Thread: Battle Rules

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    Okmin's Avatar In vino veritas
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    Default Battle Rules

    Battles will be turn based.

    If a player does not participate in an ongoing battle for three days, and has not appointed someone to play for him, he forfeits the battle.

    Setup When a battle happens a moderator will make one copy of a battlefield map for each army in the battle. Each file will be password protected so no one can see the enemy's troop deployment. Allies may look at eachother's deployments.

    A thread for each battle is created in the Battles forum, where the maps and moves will be posted for public viewing.

    Turn system Players will send their orders via PM to a moderator. The attacking alliance goes first. After one side's turn, a moderator will update the battle map accordingly and PM it to the other alliance. They make their moves, and the process continues until the battle ends.

    Kills
    Key:
    S/P = Spears/pikes
    LI = Light infantry
    HI = Heavy infantry
    RI = Ranged infantry
    LC = Light cavalry
    HC = Heavy cavalry
    RC = Ranged cavalry
    Melee How it works:
    Kill ratios. Example: "S/P vs LI = 2:1" means a spear/pike regiment engaged with a light infantry regiment. To calculate kills, you take 10% of the attacking unit (in this case, the spearmen have 810 men, so that's 81) and put that in the ratio. The result is "81x2:81", so 162 spearmen die and 81 light infantry die.

    The ratios:
    S/P vs S/P = 1:1
    S/P vs LI = 2:1
    S/P vs HI = 3:1
    S/P vs RI = 1:1
    S/P vs LC = 1:5
    S/P vs HC = 1:3
    S/P vs RC = 1:6

    LI vs S/P = 1:2
    LI vs LI = 1:1
    LI vs HI = 3:1
    LI vs RI = 1:1
    LI vs LC = 2:1
    LI vs HC = 4:1
    LI vs RC = 2:1

    HI vs S/P = 3:1
    HI vs LI = 1:3
    HI vs HI = 1:1
    HI vs RI = 1:3
    HI vs LC = 1:2
    HI vs HC = 2:1
    HI vs RC = 1:2

    RI vs S/P = 1:1
    RI vs LI = 1:1
    RI vs HI = 3:1
    RI vs RI = 1:1
    RI vs LC = 4:1
    RI vs HC = 6:1
    RI vs RC = 2:1

    LC vs S/P = 5:1
    LC vs LI = 1:2
    LC vs HI = 2:1
    LC vs RI = 1:4
    LC vs LC = 1:1
    LC vs HC = 3:1
    LC vs RC = 1:2

    HC vs S/P = 3:1
    HC vs LI = 1:4
    HC vs HI = 1:2
    HC vs RI = 1:6
    HC vs LC = 1:3
    HC vs HC = 1:1
    HC vs RC = 1:3

    RC vs S/P = 6:1
    RC vs LI = 1:2
    RC vs HI = 2:1
    RC vs RI = 1:2
    RC vs LC = 2:1
    RC vs HC = 3:1
    RC vs RC = 1:1

    Attacking bonuses (apply only to the turn when a unit engages another in melee):
    This is to encourage tactics and discourage camping (since only the moving unit gets the bonus)


    • For charges, multiply the attacker's kills by 1.5.
    • For flank attacks, multiply by 1.25.
    • Flank charges, multiply by 1.75.
    • Rear attacks, multiply by 1.5.
    • Rear charges, multiply by 2.
    • If two units charge each other, the bonuses obviously cancel out.

    Unit quality modifiers
    After calculating casualties normally using the ratios, multiple each unit's casualties by the cost of the other unit, rounding to the nearest whole number. This represents: in melee units, superior fighting skills, armor, weaponry, and horses; in ranged units, better aim.

    Example:

    810 Halberdiers vs. 810 Spearbands

    1. Calculate with damage ratio (1:1) -- 81 each
    2. Multiply by cost (halberdiers cost 2.5, spearbands 0.4) -- 81*0.4=32 halberdier deaths; 81*2.5=203 spearband deaths.

    This doesn't affect misfire chance.

    Ranged Basic rules:


    • Range of 2.5 "units"
    • Can only fire a certain number of volleys per turn (one for regular units, two for elite)
    • Each volley kills a number of enemies equal to 10% the firing unit's men (e.g. 800 men would kill 80 enemies)
    • You can have parts of the regiment target different units (e.g. half the men fire on some pikes, the other half on some cavalry)

    Differences between archers and riflemen:
    The biggest thing here is that rifles should be much more expensive than archers.

    • Archers: have a 50% "no kill" penalty when firing on HI or HC (arrows have trouble piercing armor), but have a range of 3.
    • Rifles: have a 10% chance to misfire (meaning for every 10 shots fired, only 9 actually hit the enemy), but are 100% effective against all units.



    Movement To prevent exploits of the turn system, units may only move a certain distance per turn, which is measured in "units". Each unit equals x pixels on the battle map image. To find this distance, each unit type has a multiplier:


    • Artillery: 0.5
    • Melee infantry: 1.0
    • Ranged infantry: 1.5
    • Heavy cavalry: 2
    • Other cavalry: 2.5


    And a charge multiplier used when charging (charging is only allowed with y units of the regiment being charged at):


    • Artillery: cannot charge
    • Melee infantry: 1.5
    • Ranged infantry: 1.8
    • Heavy cavalry: 2.5
    • Other cavalry: 2.8



    Movement To prevent exploits of the turn system, units may only move a certain distance per turn, which is measured in "units". Each unit equals x pixels on the battle map image. To find this distance, each unit type has a multiplier:


    • Artillery: 0.5
    • Melee infantry: 1.0
    • Ranged infantry: 1.5
    • Heavy cavalry: 2
    • Other cavalry: 2.5


    And a charge multiplier used when charging (charging is only allowed with y units of the regiment being charged at):


    • Artillery: cannot charge
    • Melee infantry: 1.5
    • Ranged infantry: 1.8
    • Heavy cavalry: 2.5
    • Other cavalry: 2.8



    Regiments Each regiment will be represented on the battle map by a 120x70px rectangle, and the different unit types will have different numbers of troops:


    • Artillery (# men and # guns)
    • Infantry (810 men)
    • Cavalry (400 men and horses)



    Ending a battle A battle ends when one side is either wiped out, surrounded and outnumbered at least 2:1, or withdraws from battle for any reason.

    If the battle ends with an army wiped out or surrounded, that army is destroyed.

    If the battle ends with retreat, the retreating player chooses a point or multiple points on the edge of the map to retreat to. His troops will move towards that/those points at charge speed, while the enemy may choose to let them retreat or attempt to kill more of them. A successful retreat has the retreating army move away from the victorious army on the campaign map.
    Last edited by Okmin; July 26, 2011 at 10:21 PM.
    IN VINO VERITAS
    IN CERVESIO FELICITAS

    Under the patronage of The Lizard King
    Patron of Narf
    and Starlightman

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