The Wargamer's Guild
A TW-style 17th Century RPG/IH
Summary The 17th century, like every other century bar the current one, was a violent one for Europe. It saw the fragmenting of the Holy Roman Empire that would pave the way for Prussian expansion, the rise of Spain as the dominant world power, the bloody expansion of English influence in Ireland, the United Provinces' war of legitimacy, and, of course, incessant fighting between England and France.
Unfortunately this era has never been covered by a Total War game. In the Wargamer's Guild, players take the role of a sovereign or subject of any nation in Europe in the year 1600. From there, they conduct diplomacy, wage war, and conquer or are conquered. Basically, it's a TW game without the AI.
Battle The battle aspects in perspective of campaign.
The basic fighting unit for battle is the Brigade.
A brigade would consist of,
Minimum : 2 Regiments
Normal : 3 Regiments
Maximum : 4 Regiments
A brigade would signify/depict the forces deployed/ready for action by a faction.
A faction need not deploy all his regiments.
The regiment is an administrative unit; It shows the overall strength of a faction. The brigade is a fighting unit; It shows the army of a faction ready for battle.
In a war, one faction's army should be in proximity to its enemy army, then either one would give battle to the other.
Any regiments destroyed in battle mode appears same on the map. In other words, those particular regiments are lost, and the faction must recruit more again.
The above rule would encourage strategy and tactics; one such being, Destroy the enemy's army and then force him to do your bidding.
When a faction is destroyed, i.e. all territories are lost, the players are not out of the game. They can do the following.
A Sovereign can,
Accept the rule of the invader, becoming its subject.
Join another faction, whatever position as is negotiated.
Form government-in-exile, in another friendly host country. And try to regain independence.
A Subject can,
Join the invader.
Join another faction.
Join his sovereign in exile.
Shall be classified into following types. This is to facilitate its position in the wealth point system.
National Provinces. Provinces which are not personal fiefs of sovereign or subject. All provinces in a Republic are National provinces.
Royal Provinces. The provinces belonging to the King. And so does its income. [N/A FOR REPUBLICS].
Ducal Provinces. Provinces in the name of a subject. [N/A FOR REPUBLICS].
This holds good solely for monarchies.
After a province is acquired after a peace treaty, the sovereign can do the following.
Leave it be. National province.
Add it to the King's title. Royal province.
Add it to the Noble's title. Subject's province.
Defined as States which are not taken by any of our members. Their status is autonomous by default.
They are fair game (in hunting terms) for all member factions.
Can be annexed freely by member factions with certain rules.
States my be freely annexed provided they fill certain criteria,
Of same culture group. i.e. Irish, German, French etc. etc. Of same religion.i.e. Catholic, Islam etc. etc.
Language does not form a justification, as it complicates matters.
Failing to follow above criteria, the annexed region is subject to rebellions and reprisals from other member factions, i.e. territorial disputes.
The states can be annexed weekly. One per week, plus an extra region for Great powers (added bonus). ALL TERRITORIES.
For annexing before the start of the game, Three regions, plus one extra for Great powers. ADJACENT ONLY.
The above is for adjacent territories only. For annexing non-adjacent territories as of now, it is two regions for all (No bonus here).
Battle Rules
Spoiler Alert, click show to read:
Battles will be turn based.
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.
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.
Key: S/P = Spears/pikes
LI = Light infantry
HI = Heavy infantry
RI = Ranged infantry
LC = Light cavalry
HC = Heavy cavalry
RC = Ranged cavalry
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.
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.
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
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
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)
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.
Forum structure
For this, we are also requesting the creation of a usergroup for our staff members, with m_1512 as group leader.
Wargamer's Guild (Rule a 17th century nation and conquer!)
Headquarters (Where staff meet. Only staff members may view and post.)
1600s (The game forum.)
Diplomacy (Nations, treaties, and the map.)
Battles (The killing fields. All battles are conducted here.)
I support this proposal 110%!! And I also think that more people would play this game if it's been officiated as a official TW RPG game instead of being played in the social group. Am not really connected with the RPG side of TWC but I assume there will be number of people who would be interested in playing this game, from what I was able to see so far.
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أسد العراق Asad al-Iraq KOSOVO IS SERBIA!!!
Under the proud patronage of the magnificent Tzar
We are currently operating as a social group here and
Link ^
Originally Posted by ♔The Bean♔
however the Combat rules look a bit daunting.
That's one of the reasons why we have some moderators that aren't also players -- they need time to do this stuff! 'though m and I want to see if we can make a spreadsheet or something to automate it...
Now 1000 riflemen vs 1000 HI, same situation.
RI fire, inflict 100 casualties, take 10 losses
RI fire, inflict 99 casualties, take 10 losses
RI fire "half volley", inflicts 49 casualties, takes 5 losses
Total: 248 HI casualties, 25 RI casualties
Even if the rifles got to fire off a full volley on the third turn, they still only beat out the archers by 17 casualties (the rifles would inflict 49 casualties, take 5) in a situation where the archers are supposed to be defeated. So I propose...
1) Change "misfire" to mean the gun refusing the fire, instead of it exploding and killing the shooter.
2) Archers get an extra half volley each turn instead of a full.
3) Archer ranged reduced to 2.
That wasn't turns. It was "units" which is a measure of distance (which we have yet to determine the pixel value of). Any cavalry unit can cross 2.5 units in one turn, and any infantry in two. Half-volleys are when half the regiment fires on a different unit, not a volley that takes half a turn. So it goes like this:
1000 archers vs. 1000 HI
Archers fire, inflict 50 casualties.
Archers fire, inflict 50 casualties.
Archers fire, inflict 50 casualties.
Archers fire, inflict 50 casualties.
200 HI casualties
1000 riflemen vs. 1000 HI
RI fire, inflict 100 casualties, take 10 losses
RI fire, inflict 99 casualties, take 10 losses
199 HI casualties, 20 RI casualties
But I do see your point.
#1 - Can do.
#2 - Nope. That's not what a half volley is.
#3 - No. Then they wouldn't be able to fire at cavalry at all, unless they were running parallel to the archer's line for some reason (since the cavalry's move distance would be greater than the archers' range)
How 'bout:
1) Change misfire to not firing (like you said)
2) Archers get no extra volley
3) Leave range alone or increase to 3 (so they'd still be completely screwed vs. cavalry) Thoughts on this one?
4) Makes riflemen more expensive and archers cheaper
-How 'bout:
1) Change misfire to not firing (like you said)
2) Archers get no extra volley
3) Leave range alone or increase to 3 (so they'd still be completely screwed vs. cavalry) Thoughts on this one?
4) Makes riflemen more expensive and archers cheaper
Fine with me. With a range of three...hmm...did muskets of this era have equal effective range as bows?
I'm going to be picky: can we rename rifles to muskets or just gunpowder units. Rifles weren't used in this period.
How about giving muskets a bonus verses heavily armoured oponents (i.e heavy infantry or heavy cav.), or give archers a penalty against them, whichever's easier.