Page 1 of 2 12 LastLast
Results 1 to 20 of 35

Thread: [APPROVED] The Wargamer's Guild

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    m_1512's Avatar Quomodo vales?
    Content Emeritus Administrator Emeritus

    Join Date
    Mar 2008
    Posts
    10,122
    Blog Entries
    3

    Icon6 [APPROVED] The Wargamer's Guild

    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.

    We are currently operating as a social group here and have 20-plus active members forming 15 historical nations and two massive coalitions (not historical, as player-to-player diplomacy has started already). We have recreated the situation in 1600 as accurately as possible, with ongoing wars, rebellions, alliances, and a tier system for rating the overall strength of each nation. Most of that is not in this proposal. However, if you need to see it we can give links/copy-paste/etc.

    Staff
    m_1512 (Guildmaster/Moderator)
    Thoragoros (Moderator)
    Marechal Ney (Moderator)

    easciar(Moderator)
    Dan the Man (Mapper)
    Sniper_LTU (Artist)

    Player-Moderators
    Okmin
    The Stig
    Lord Bucky
    Hobbes.

    Players

    Tim1988
    Okmin
    wowbanger
    Pazu the Kitsune
    miguelmm
    Iriasthor
    Lemoniser
    Maximus IV
    Hobbes.
    E.K
    irontaino
    The Noble Lord
    emprguy
    garudamon11
    The Stig
    Kaapo
    Eugen von Savoyen
    Lord Bucky

    Map
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Hobbes.
    This here is the map showing the factions. May the best man win! (and if we have any women: I am very tall, handsome and athletic).

    Version with capitals.

    Here is the map with numbered regions.

    And here are the region numbers with the corresponding names. I tried to be as accurate as possible.
    Code:
    1-Brest 2-Reinnes 3-Nantes 4-Poitiers   5-Bordeaux 6-Toulouse 7-Guyenne 8-Berry 9-Ile de France 10-Normandy   11-Languedoc 12-Catalonia 13-Valencia 14-New Castille 15-Toledo   16-Madrid 17-Old Castille 18-Leon 19-Zamora 20-Extremadura 21-Huelva   22-Granada 23-Alentejo 24-Estremadura 25-Beira 26-Galicia 27-Navarre   28-Aragon 29-Provence 30-Rhone-Alpes 31-Burgundy 32-Franche-Comte   33-Alsace 34-Champagne 35-Picardy 36-Wallonie 37-Flanders 38-Lower   Saxony 39-Münster 40-Mainz 41-Frankfurt 42-Baden 43-Augsburg 44-Zurich   45-Savoy 46-Lombardy 47-Chur 48-Trent 49-Venice 50-Laibach 51-Wien   52-Linz 53-Munich 54-Regensburg 55-Liechtenstein 56-Bamberg 57-Wuzburg   58-Hesse 59-Erfurt 60-Weimar 61-Hannover 62-Saxony 63-Friesland   64-Bremen 65-Hamburg 66-Shwerin 67-Wittenberg 68-Berlin 69-Lubusz   70-Pomerania of Stettin 71-Pomerania 72-Warmian-Masurian 73-Warsaw   74-Wroclaw 75-Silesia 76-Bohemia 77-Krakow 78-Budapest 79-Serbia   80-Bosnia 81-Croatia 82-Albania 83-Epirus 84-Monastir 85-Macedonia   86-Achaea 87-Thessaly 88-Attica 89-Edirne 90-Eastern Thrace  91-Canakkale  92-Eskisehir 93-Bolu 94-Izmir 95-Aydin 96-Antalya  97-Mersin 98-Ankara  99-Sinop 100-Ordu 101-Siirt 102-Adana 103-Erzerum  104-Trebzon 105-Mosul  106-Diyala 107-Al-Anbar 108-Wasit 109-Dhi Qar  110-Al-Qadisiyyah  111-North Arabia 112-Al-Basrah 113-Arabian Desert  114-Aleppo 115-Latakia  116-Damascus 117-Judea 118-Tabuk 119-Sinai  120-Cairo 121-Hurghada  122-Minya 123-Matruh 124-Alexandria  125-Cyrenaica 126-Sabha 127-Tripoli  128-Tunis 129-Western Sahara  130-Algiers 131-Relizane 132-Mostaganem  133-Fez 134-Melilla  135-Guelmim-Es Semara 136-Rome 137-Sardinia  138-Corsica 139-Ukhta  140-Komi 141-Saratov 142-Dagestan 143-Shida Kartli  144-Abkhazia  145-Armenia 146-Azerbaijan 147-Western Persia 148-Kalmykia  149-Mordovia  150-Sumy 151-Kirovohrad 152-Kraslava 153-Plunge  154-Mykolaiv  155-Cesvaines 156-Luhans'k 157-Zaporizhzhya 158-Odesa  159-Simferopol  160-Murcia 161-Novgorod 162-Tver 163-Marwa 164-Muscovy  165-Smolensk  166-Arkhangelsk 167-Lithuania 168-Vilna 169-Courland  170-Danzig  171-Lublin 172-Minsk 173-Vitebsk 174-Polotsk 175-Halicz  176-Kiev  177-Chernihiv 178-Braclaw 179-Eastern Moldavia 180-Szabolcs   181-Marlapocs 182-Transylvania 183-Wallachia 184-Bucharest 185-Sofia   186-Southern Serbia 187-Gorj 188-Bor 189-Bryansk 190-Novgorod-Seversk   191-Kursk 192-Nyland 193-Lebanon 194-Crete 195-Cyprus 196-Österbotten   197-Karelia 198-Murmansk 199-Estonia 200-Nordkapp 201-Boden 202-Umea   203-Trondheim 204-Mora 205-Orebro 206-Stockholm 207-Bergen 208-Oslo   209-Halland 210-Jylland 211-Novaya Zemlya 212-Reykjavik 213-Eskifjordur   214-Greenland 215-Munster 216-Connaught 217-Tyrone 218-Dublin   219-Cumbria 220-Highlands 221-Lowlands 222-London 223-York 224-Cornwall   225-Gwynned 226-Powys 227-Bedffordshire 228-East of England 229-Bari   230-Tuscany 231-Naples 232-Calabria 233-Palermo 234-Siracusa  235-Firenze  236-Holland 237-North Brabant 238-Utrecht 239-Zeeland  240-Nord-Pas de  Calais 241-Edinburgh 242-Ravenna 243-Verona  244-Balearic Islands  245-Genoa 246-Piacenza 247-Ostersund 248-Sama  249-Brescia 250-Ferrara  251-Nis 252-Pori 253-Ostrobothnia 254-Mo i Rana  255-Mazovia 256-Viipuri  257-Avignon 258-Sjaelland 259-Thomond  260-Saint Petersburg 261-Belfast  262-Wolgast-Pomerania 270-Pskov  271-Konigsberg 272-Rhodes 273-Southern  Karelia 274-Lappi a-Liege  b-Luxembourg c-Charolais d-Montenegro  e-Overijssel f-Tulcea g-Braila  h-Burgas i-Uckermark  j-Istanbul

    Campaign/World Map Rules
    Spoiler Alert, click show to read: 
    Government This will include the administrative decisions, differing on the basis of the following government types.


    Absolute Monarchy :



    • The Ruling Sovereign --> King/Emperor shall make the decisions at sole discretion.
    • The Subjects --> Princes/Dukes if disapprove, can rebel and also move towards secession.
    • The change of government can be initiated by the sovereign alone, but may be proposed by the subjects.
    • Rebellions can be for change within a faction or to secede to form an Independent one.


    Constitutional Monarchy :


    • The decisions also at sole discretion of the sovereign, but the subject possess power to veto.
    • Subjects, on disapproval of decisions, can question the authority of the monarch.
    • Secessions are possible.
    • Change of government can be initiated by both sovereign and subjects, decided on basis of vote.
    • Rebellions only for secessions. Internal change/dispute resolved by vote.


    Republic :


    • Decisions not at the sole discretion, has to be approved by majority vote.
    • Discontent calls for re-election.
    • Change of government cannot be initiated.
    • Rebellions only for secession or restoration of monarchy.


    Diplomacy Covers the various aspects of Diplomacy in the Campaign.




    • Diplomacy is allowed and shall include the following

    --> Declaration of war/alliance.
    --> Adopting titles (done in form of announcements).
    --> Trading of regions.
    --> Merging/Union of Nations into a single Nation.
    --> Secessions.
    --> Negotiating of truce/peace.
    • Secret Diplomacy is allowed, but limited to Alliances.
    • No secret declaration of war/peace/unions etc.
    • Defection [Not yet Finalized, open to Discussions]. Even if allowed, not in secret.


    Other areas covered specifically and in detail

    Secessions


    • Secessions can be either to join another faction or to form an independent faction.
    • Secessions for joining a different faction achieved by war.
    • For the goal towards Independence, secessions can be through peaceful means --> Grant of Independence, or through armed rebellions.
    • A newly formed Independent faction has to gain recognition of its sovereignty from another Independent faction, not vassals. Failing which, the new faction is under the possibility of invasion from their old sovereign --> war to crush rebellion.
    • Recognitions can be naturally given or diplomatic --> a bargain, in other words.


    Military Covers the Military Aspects, in the Campaign.



    • The basic unit is the Regiment.
    • Regiment consists of one battalion, as was the historical practice.
    • Regiment shall be based in a city/town.
    • Any number of regiments can be based in a single city, or town, or province.
    • The size of the initial/starting army of a faction shall be influenced by the tier it comes under.
    • A regiment shall consist of 810 troops [including Officers and other staff].


    Army Composition The armies would comprise of the following types.

    Melee Infantry :


    • Pike Infantry. [UNIVERSAL]
    • Halberdiers. [WESTERN EUROPEAN]
    • Swordsmen. [UNIVERSAL]
    • Spear Bands.[EASTERN EUROPEAN, NORTH AFRICAN, MIDDLE EASTERN]
    • Zweihänder. [GERMAN STATES]
    • Landsknecht Mercenaries. [UNIVERSAL]



    Ranged Infantry :



    • Musketeers. [UNIVERSAL]
    • Longbow men. [ENGLAND]
    • Crossbow men. [UNIVERSAL]
    • Archers (Composite bow). [EASTERN EUROPEAN, MIDDLE EAST, NORTH AFRICAN]
    • Arqebusiers. [UNIVERSAL]
    • Janissary. [OTTOMAN EMPIRE]


    Melee Cavalry [HEAVY] :



    • Caracole Cavalry. [EUROPEAN]
    • Knights. [WESTERN EUROPEAN]
    • Armored Lancers. [GERMAN STATES]
    • Demi-Lancers. [FRANCE]
    • Winged Hussars. [POLAND-LITHUANIA]


    Melee Cavalry [LIGHT] :



    • Light Cavalry. [UNIVERSAL]
    • Arab Cavalry. [MIDDLE EASTERN, NORTH AFRICAN]
    • Tatar Cavalry. [CRIMEAN KHANATE, RUSSIA, OTTOMAN EMPIRE]
    • Hussars (Only Hussars is understood as light cavalry). [UNIVERSAL]
    • Cossack Cavalry (Lancers). [RUSSIA, POLAND-LITHUANIA, OTTOMAN EMPIRE]


    Ranged Cavalry :



    • Cossacks. [RUSSIA, POLAND-LITHUANIA, OTTOMAN EMPIRE]
    • Mounted Crossbow men. [EASTERN EUROPEAN]
    • Mounted Archers. [MIDDLE EASTERN, NORTH AFRICAN]
    • Dragoons. [UNIVERSAL]
    • Tatar Riders. [CRIMEAN KHANATE, RUSSIA, OTTOMAN EMPIRE]


    Regiments : Classification The regiments are classified and organized as follows.


    • Guards --> Can be Infantry or Cavalry.
    • Infantry
    • Cavalry


    Army Lists and Regimental Names Here is the general idea about naming your regiments and maintaining army lists.

    Naming Regiments :



    • Regiments can be numbered --> separately for Infantry, Cavalry and Guards.
    • The total army regiments(starting) can be divided among the King and his subjects. This can be governed by the sovereign at discretion, or counsel of the subjects.
    • The King can name his regiments like the following.

    --> Royal regiment/Imperial regiment .
    --> King's own/Emperor's own/Sultan's own (need not mention name for this format).
    --> #'s own (# = The name of the sovereign).
    --> Named after Capital (The Capital city is under sovereign).
    • The Subjects of the realm may name the regiments as following.

    --> Named after the province/city/town it is based.
    --> Duke/Emir of #'s own (# = The name of their fief or holding).
    --> Plain numbered regiments.
    --> Duke/Emir's #'s own (# = Name of the Subject).
    • These names are just to add flavor and identity to the armies. Both the Sovereign and his lords can base the regiments anywhere, not just restricted to their holdings.
    • The exception to the above rule is if the regiments are named after cities.
    • Regiments can be named as and how the person wishes, provided they maintain certain historicity and are sensible. The above were just examples.


    Army Lists :



    • This section is to provide information about Army List of factions.
    • Numbering regiments is not compulsory,but preferred.
    • The Lists can be in the format as below.


    #st Name, Based

    (Regiment Number) (The Name of the Regiment) (Where the Regiment is based)


    • The preferred order of the List is.

    Guard Regiments:

    Cavalry Regiments:

    Infantry Regiments:
    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.


    Faction Rankings and Tiers The General Rules and Information covering Faction Tiers/Rankings.



    • The tier/ranking of a faction is a measure of how well a faction is doing.
    • The tier will be a score determined by a combination of their Army, Holdings, and their wealth points.
    • The level/tiers of factions are;

    Superpowers : Has Intervention/Punitive casus belli. (Refer casus belli section).
    Slightly-Greater Powers : Has Intervention/Punitive casus belli.
    Great Powers : Has Intervention/Punitive casus belli.
    Major Powers (Not-so-Great Powers).
    Regional Powers.
    Vassals.
    Minor Powers.
    • The List will be an updated list.
    • The rest of the tiers do not have that cassus belli.


    Casus Belli Casus belli is the Latin for Reason/Justification for war. Given below is the list of casus bellis enforceable in the game.


    • Border War. War resulting from border disputes. An example, claiming lands near your border belonging to another faction.




    • War of Conquest. War to capture and gain other faction's holdings for the glory of your faction.




    • War of Honor. War to avenge Insults to your faction or to avenge Dishonoring of Alliance, i.e. Backstabbing or Refusal to help at the time of need.




    • Imperialist War. Only available for factions which are Great Powers (and above), and are declared as Empires, i.e. The faction is an Empire as opposed to a Kingdom with its sovereign carrying the title Emperor rather than King.




    • War of Independence. War to gain independence from a faction, an example can be a Subject rebelling to secede from a Faction to form an Independent Faction with himself as Sovereign.




    • Intervention War. War to put an end to another war. Only available for factions which are Great Powers (and above). Also War to preserve the Balance of Power, i.e. A strong aggressor starts bullying and annexing factions considerably smaller and weaker (member factions) than itself, can be stopped by the above power.




    • War of Liberation. War to liberate another faction which is a Vassal/Oppressed/Occupied by another faction.




    • Punitive War.Only available for factions which are Great Powers (and above). It is simple a War to punish an excessively Aggressive Faction.




    • War of Reconquest. War to Regain the territory Initially/Rightfully belonging to you, but lost to/captured by another faction.




    • War of Religion. War fought against faction belonging to another Religion/Religious Ideology. The cause of war has to be Religious disputes. [SUBJECT CURRENTLY UNDER DISCUSSION.]




    • War of Subjugation. War to subjugate a Sovereign faction to make them your Vassals.




    • War of Succession. War started by a Subject against his Sovereign for the Throne. Can also be a war to dispute the Right of Rule of another Sovereign and Claim the Throne.




    • War of Unification. War fought for any purpose relating to Unions.




    • Vassalization War. War to crush a rebel Subject seceding from your faction. Also war to crush a Subject already Seceded and Independent from your rule, But not recognized by another Independent and Sovereign faction.


    If any faction goes to war without a proper casus belli, It will come under War of Aggression.
    Course of War This section is to explain the course of war.

    • When war is declared by a faction on another, the factions at war are called Belligerents.
    • When a territory, county or an entier province is taken under control by the attacker, the territory is occupied, not conquered. Displayed below,



    For illustration, the green will represent the defender, and red the attacking/occupying faction.

    • The provinces that will be ceded and annexed will be finalised in the peace treaty.


    A faction which has fought and occupied an entire nation can go for ending the war without any treaty --> by means of Full Annexation.

    But the faction is liable to be considered as an aggresor and may suffer more war due to following casus bellis. The below mention casus-bellis are special case, or only in the above event,
    War of Containment A great power can declare war to contain to stop an aggressor from rampaging any more.

    Wars of Coalition When the aggressor is a great power, smaller factions can form a temporary alliance to stop the aggressor from more rampage.
    Mergers and Unions

    • Agreement is free and mutually consented.
    • The proximity of member factions, although adjacent are best, even others can do, the closer, the better.
    • A merger results in the formation of a completely new country
    • A union results in a sharing of sovereignty over multiple countries



    Mergers Any nations may agree to merge and form a new country. The leaders of the merging countries can decide among themselves what form of government the new county will have and who will be the leader. (See rules on Government)
    Unions Nations may form agree to form unions with one of the following forms of government:


    • Commonwealth -- the monarchs of the constituent nations select a head of the commonwealth who will have control of the union. The constituent monarchs retain full sovereignty over their own nations, but the head of the commonwealth can overrule them.
    • Oligarchy -- the constituent monarchs vote on to make decisions. Each monarch retains sovereignty over his nation, but a majority vote of the oligarchy can overrule him. With two countries, this system may be called a dual monarchy, with three countries, a triumvirate.
    • Confederation -- similar to an oligarchy, but the monarchs and subjects may vote on the union level. In the constituent countries, the monarch-subject relationship does not change (i.e. dukes/counts/etc may be inferior to kings at the national level, but all are equal on the union level).



    Note: Unions can call themselves whatever they want, i.e. just because you use a commonwealth form of government doesn't mean you have to use commonwealth in the name of your union. Also you can use whatever titles you want on the union level. The head of a commonwealth doesn't have to be called head of the commonwealth, he could be high king, imperator, caesar, emperor, president, governor, goat-herder-in-chief, etc. (though we strongly advice against picking goat-herder-in-chief).
    Faction Destroyed 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.


    Fiefs and Holdings 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].


    Territorial Acquisitions 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.


    Non-member States 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.
    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.



    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: 0.5
    • 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.

    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.)
    • Times (Game log.)

    • Tribunes (For all disputes and arguments.)

    Last edited by m_1512; July 14, 2011 at 10:00 PM.


  2. #2
    The Noble Lord's Avatar Holy Arab Nation
    Join Date
    Oct 2007
    Location
    Peshawar, Pakistan - Kabul, Afghanistan
    Posts
    7,809

    Default Re: [PROPOSED] The Wargamer's Guild

    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.
    [IMG][/IMG]
    أسد العراق Asad al-Iraq
    KOSOVO IS SERBIA!!!
    Under the proud patronage of the magnificent Tzar


  3. #3
    Protector Domesticus
    Join Date
    Jul 2008
    Location
    England
    Posts
    4,265
    Tournaments Joined
    1
    Tournaments Won
    0

    Default Re: [PROPOSED] The Wargamer's Guild

    Mind inviting/linking me to this social group, I will have a look however the Combat rules look a bit daunting.

  4. #4
    m_1512's Avatar Quomodo vales?
    Content Emeritus Administrator Emeritus

    Join Date
    Mar 2008
    Posts
    10,122
    Blog Entries
    3

    Default Re: [PROPOSED] The Wargamer's Guild

    Mind inviting/linking me to this social group, I will have a look
    Why the social group?
    Join the game itself, when it is starts in the RPG...


    however the Combat rules look a bit daunting.
    Leave that to us.
    The moderators will host the battles. And doubts can be cleared later on.


    So, do i gather that you support this.


  5. #5
    Protector Domesticus
    Join Date
    Jul 2008
    Location
    England
    Posts
    4,265
    Tournaments Joined
    1
    Tournaments Won
    0

    Default Re: [PROPOSED] The Wargamer's Guild

    I just wanted to see the current set-up so I had an idea how the thing looks like and works, however I'll support this for now.

  6. #6
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    We are currently operating as a social group here and
    Link ^
    Quote Originally Posted by ♔The Bean♔ View Post
    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...
    Last edited by Okmin; July 11, 2011 at 11:13 AM.
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  7. #7
    The Stig's Avatar Protector Domesticus
    Join Date
    Mar 2011
    Location
    Los Angeles, SoCal
    Posts
    4,170

    Default Re: [PROPOSED] The Wargamer's Guild

    Looks good, guys! Vive la France!
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
    People's Republic of Cascadia

  8. #8
    Hobbes's Avatar Vicarius Provinciae
    Join Date
    May 2008
    Location
    Hobs Crk
    Posts
    10,684

    Default Re: [PROPOSED] The Wargamer's Guild

    Vive La Cascadie

    BLM - ANTIFA - A.C.A.B. - ANARCHY - ANTI-NATIONALISM

  9. #9
    The Stig's Avatar Protector Domesticus
    Join Date
    Mar 2011
    Location
    Los Angeles, SoCal
    Posts
    4,170

    Default Re: [PROPOSED] The Wargamer's Guild

    Quote Originally Posted by Hobbes. View Post
    Vive La Cascadie
    Indeed, but we must stay on topic
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
    People's Republic of Cascadia

  10. #10
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    Alles Erdreich ist Österreich untertan! Why does my motto have to be so hard to remember?
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  11. #11

    Default Re: [PROPOSED] The Wargamer's Guild

    On the map, Prussia is so cute and tiny.

    Of course, she will probably soon control all eastern Europe, but for now let's laugh.

  12. #12
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    Actually that's Brandenburg, who I get to push around Prussia's a protectorate of Poland
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  13. #13

    Default Re: [PROPOSED] The Wargamer's Guild

    Quote Originally Posted by Okmin View Post
    Prussia's a protectorate of Poland
    Not for long...

  14. #14
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    They will be crushed!
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  15. #15

    Default Re: [PROPOSED] The Wargamer's Guild

    I think archers are OP. Even in the situation where they perform badly, against heavy infantry, they still beat non-elite riflemen.

    1000 HI vs 1000 archers (non-elite). HI advance, but have to endure 2.5 turns of archer fire.

    Archers fire, inflict 50 casualties.
    Archers fire, inflict 50 casualties.
    Archers fire, inflict 50 casualties.
    Archers fire, inflict 50 casualties.
    Archers fire, inflict 50 casualties.
    Total: 250 HI casualties.

    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.

  16. #16
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    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
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  17. #17

    Default Re: [PROPOSED] The Wargamer's Guild

    Quote Originally Posted by Okmin View Post
    -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?

  18. #18
    Tim1988's Avatar Vicarius
    Join Date
    Dec 2009
    Location
    England
    Posts
    2,786

    Default Re: [PROPOSED] The Wargamer's Guild

    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.
    My Old AARs:
    Uniting a Kingdom - A M2TW:Kingdoms Britannia Campaign
    The Greatest Battles of General Sir Lionel Townshend - A DarthMod Empire Campaign
    Tales of an Old Soldier - A series of DMUC Battles
    My Image Gallery:
    .

  19. #19
    Okmin's Avatar In vino veritas
    Join Date
    May 2010
    Location
    USA
    Posts
    7,506

    Default Re: [PROPOSED] The Wargamer's Guild

    Archers have a 50% penalty already.

    And sure, the "R" in RI and RC just stands for "Ranged" anyway The actual unit types are muskets and arquebuses.
    IN VINO VERITAS
    IN CERVESIO FELICITAS

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

  20. #20

    Default Re: [PROPOSED] The Wargamer's Guild

    +Rep from all the players to the mod that gives us a forum...
    Last edited by Marechal Ney; July 12, 2011 at 12:29 AM.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •