(By request of m) Battles will be turn based. Setup When a battle happens m_1512 and his assistants (if he has any) 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. Turn system Players will send their orders via PM to m (and/or his assistants). The attacking alliance goes first. After one side's turn, m 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. 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: can fire an extra volley per turn due to easy of reloading, but have a 50% "no kill" penalty when firing on HI or HC (arrows have trouble piercing armor).Rifles: have a 10% chance to misfire (meaning for every 10 enemies shot, 1 extra rifleman drops dead), 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: 0.5Melee infantry: 1.0Ranged infantry: 1.5Heavy cavalry: 2Other 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 chargeMelee infantry: 1.5Ranged infantry: 1.8Heavy cavalry: 2.5Other cavalry: 2.8 Artillery WIP 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.
Any unit or formation destroyed in battle is destroyed in campaign too... Here is how the units displayed on the map. I have used the color red for illustration purpose only, the faction color is to be used in its stead. Also, I have thought, 1 Infantry Regiment = 1 Battalion = 810 soldiers. 1 Cavalry Regiment = 1 Squadron = ??? troopers. 1 Artillery Regiment = 1 Company = ??? Cannons + ??? Crew. Anyways here is the representation, Infantry followed by Cavalry followed by Artillery.
A Squadron is just a cavalry battalion, so they could have the same number of men. Artillery batteries had 6-12 guns during the period.
A Squadron is just a cavalry battalion, so they could have the same number of men. Artillery batteries had 6-12 guns during the period. OK then... And Okmin, update that in your first post.
Sure... Tomorrow when I've gotten sleep and have the attention span
Fredrick The Great's horse artillery batteries each had 51 men in them, but that is a little out of the timeframe
I couldn't tell what sources you've used for this and they're probably better than mine, but so far everywhere I've looked it's been said battalions were generally a smaller unit than regiments, even in the 17th century a Swedish regiment would consist of 2 battalions (which each consisted of 4 companies). Plus, in 17th century Sweden (since I couldn't find anything about battalions in other countries in that timeframe) battalions were merely temporary organizations, formed out of 4 foot companies right before the beginning of the battle and nonexistent outside it. I guess with the current system it's not an alternative but it would make more sense to divide infantry regiments into a number of companies, such as the artillery ones are already...
Wait did I just TRIPLE post? Damn lag...
Ignore this please, accidental double post caused by lag...
@The Stig: are you sure about there being 6-12 guns per battery at this time period. To me, that sounds way too large. In the English Civil War for example, there were usually only that sort of number of guns per army, and they would usually be split up and arrayed along the line in ones and twos in-between regiments. Even in the Battle of Collodden in 1745, 100 years after this time period, the British only had with them 10 cannons and 6 mortars, and these were interspersed along the front line. As far as I know, artillery batteries as such, didn't really come about until the late 18th Century, and certainly not in large numbers until Napoleon started his Grand Batteries. However, I conceed that my knowledge of the 17th Century is almost exclusively based on England, so it may well be different in the rest of Europe. @Kaapo: It's the same in the British Army. 1 Regiment was made of 2 (or sometimes more) Battalions, each of which was made up of several companies (8 off the top of my head, but this might not be correct). So, yes, a regiment should be bigger than a battalion.
Gentlemen, we must balance historicity with playability...
I believe that we are using regiment to a mean "unit of troops," not its military significance. The battalion/squadron/battery is the actual numberof troops used. And I'm getting this from wikipedia, so if you guys have better sources, we'll use them.
Just a note about cavalry unit size. In the New Model Army (formed in 1645, a little later than we are talking about but the best example I know of from the era) a cavalry regiment had half as many men as an infantry regiment (600 and 1200 respectively). I don't know how this matches up to other countries at the time. Therefore in order to maintain the balance I would suggest having cavalry regiments having about 400 men. Artillery is proving a little bit trickier to find information on, but I'll keep looking.
@Wowbanger, as I said above, one "unit/regiment" of cavalry is a squadron.
Updated with kill info.
So unless I've read this wrong, there is no 'luck' involved at all. By this I mean, the only things that affect kills are unit types and numers. So a unit of light infantry will always beat an equal sized unit of spearmen, 100% of the time (excluding other units). And what about frontal defence bonuses. eg. a pike regiment should get a boost if they are charged head on. And lastly, what about things like cover, i.e. walls and being on high ground.
I like the absence of luck, it means that the better commander will always beat a worse one with equal forces
Also keeps it simpler for the mods.
But bad luck happened in real life. With the way it is now, say you had a light infantry regiment engaged with a unit of spears, you know your unit will win (assuming no other intervention) and so don't have to worry about any back up plan just in case they should fall. Reserves can just be moved to places where you know you will lose, removing an element of risk.
Let's keep it simple, the combat is confusing enough already