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  1. #1
    Lucius Malfoy's Avatar Pure-Blood
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    Default Battle System Rules (WIP, Needs approval from M)

    Process of moderating battle
    1.When a battle occurs, a mod will create a thread for the battle/campaign, which will contain the required information (such as commanders, troops and location)
    2. Mods can post a picture or describe the battlefield. Weather and terrain will be rolled.
    3. Both sides will PM me with plans. This will add more creative turns for battles instead of it being depended upon by rolls.
    4. A tip: In this plans, please think of strategy involving mobile, heavy and light troops! This will help give logic to the battle and ensure victories or defeats.
    5. Once the battle is calculated, mods will post the results of the battle, including the outcome and casualty numbers.

    Information
    Soldiers
    Levy- Basic troops, weakest however free and regenerate after each battle (from land)
    Mercenary- Relatively expensive one time payment, alright strength, no upkeep or regeneration (from mercenary rolls to show availability)
    Professional- Expensive, upkeep costs but best units available, regenerate after two years (always available)

    Commander traits
    1. Command: Characters have a command value; this value denotes their prowess in battle. This factor, which ranges between -5 - +5, will be rolled at by a mod at the beginning of each campaign/battle. This factor can increase or decrease depending upon victories and defeats.

    2. Chivalry/Dread: these traits are used for more specific roles. Chivalry inspires high tier troops and thus increases morale (range: +5 - 0). Dread can be used to demoralize and scare lower tier troops (range: +5 - 0)

    Factors:
    1. Terrain: Certain terrains will give favorable advantages to one side or both sides
    - Hills: Hills give advantages to archers and those defending from this point. Gives +1 Command and +1 Dread to the force defending from the hill. Demoralizes attacking forces over time (Roll negative; range: -1 to -5)
    - Forests: Woods give good positions to ambush from. Ambushes can be detected depending upon Command (10 – 50% default. +1 Command = +10% detect. +2 = +20%, +3 = +30% etc etc.) Attacking/Ambushing forces get +1 – 2 Command and Dread (possible) if it is an ambush and depending on if they are discovered.
    - Plains: This even plain gives no bonuses. Victories and defeats on plains can be determined by Command and Chivalry/Dread
    - Mountains: Mountains favor the defending forces. Defending forces gain +2 - +3 Command and Dread (possibility). Demoralizes attacking forces over time (Roll negative; range: - 1 to -5)
    - Swamp: Swamps favor neither defending nor attacking forces. More negative effects on attacking forces. Can result in -1 to -5 Command and Chivalry during prolonged engagements. Swamps cause more stalemate battles.

    2. Weather:
    - Clear: No negatives, may cause troops to be inspired to fight in good weather (+1 to +2 Command and/or Chivalry)
    - Cloudy: No bonuses or negatives
    - Rain: Causes -1 Command and Chivalry, no bonuses
    - Thunder/Heavy Storms: Causes -3 to -5 Command and Chivalry. Possible demoralize roll, no bonuses
    - Snow: Causes slow troop movements. May cause -1 to -2 Command. Possible demoralize roll, no bonuses
    - Blizzard: Causes -3 to -5 Command and Chivalry. Troops may desert (roll) and possible demoralize roll, no bonuses
    - Fog (Light/Heavy): Light: Causes -1 to -2 Command, no bonuses. Heavy: Causes -3 to -5 Command and Chivalry and possible demoralize roll, no bonuses
    Last edited by Lucius Malfoy; August 18, 2012 at 12:54 AM.
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  2. #2

    Default Re: Battle System Rules (WIP, Needs approval from M)

    Well done! I like it

    Hmm, we should have reserved post#2 for battle guide.
    Last edited by m_1512; August 18, 2012 at 08:02 AM.

  3. #3
    m_1512's Avatar Quomodo vales?
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    Default Re: Battle System Rules (WIP, Needs approval from M)

    Battle Guide

    1. When a battle occurs, a mod will create a thread for the battle/campaign, which will contain the required information (such as commanders, troops and location). Mods can either post a picture or describe the battlefield by a paragraph or both. Weather and terrain will be rolled by that mod.
    Information
    Troop types Levy -> Basic troops, weakest however free and regenerate after each battle (from land)

    Mercenary -> Relatively expensive one time payment, alright strength, no upkeep or regeneration. But subject to availability and contract.

    Standing army
    -> Range from inexpensive to expensive, have upkeep costs, regenerate after 2 years, and always available. The are again divided into 3 classes. Basic Troops give mobility, Professional troops give the punch...and Elite Troops give the hammer. All components are necessary for an army to succeed in battle.
    1. Basic Troops: These troops are easy to levy, maintain and make up the bulk of every army. These soldiers fight with standard weaponry and are known to be the most green soldiers of the army. Though they are weak on their own, but they are a nuisance and powerful as a mass.
    2. Professional Troops: These troops come in smaller numbers than Basic Troops. These soldiers are more experienced and fight as the shock troopers in any battle. The warriors are proven in battle and serve the army as the core of its forces. These soldiers make up a small part of any army, but are still vital to any victory.
    3. Elite Troops: These troops are the best warriors of any army. These soldiers serve as the hammer to any strike. Due to their maintenance and rarity, these soldiers are hard to levy and maintain. They fight in smaller numbers, but are tough nuts to crack.

    Commander traits -> Command: Characters have a command value; this value denotes their prowess in battle. This factor, which ranges between -5 - +5, will be rolled at by a mod at the beginning of each campaign/battle. This factor can increase or decrease depending upon victories and defeats.

    -> Chivalry/Dread: These traits are used for more specific roles. Chivalry inspires high tier troops and thus increases morale (range: +5 - 0). Dread can be used to demoralize and scare lower tier troops (range: +5 - 0)
    Terrain factors Certain terrains will give favorable advantages to one side or both sides.

    -> Hills: Hills give advantages to archers and those defending from this point. Gives +1 Command and +1 Dread to the force defending from the hill. Demoralizes attacking forces over time (Roll negative; range: -1 to -5).

    -> Forests: Woods give good positions to ambush from. Ambushes can be detected depending upon Command (10 – 50% default. +1 Command = +10% detect. +2 = +20%, +3 = +30% etc etc.) Attacking/Ambushing forces get +1 – 2 Command and Dread (possible) if it is an ambush and depending on if they are discovered.

    -> Plains: This even plain gives no bonuses. Victories and defeats on plains can be determined by Command and Chivalry/Dread.

    -> Mountains: Mountains favor the defending forces. Defending forces gain +2 - +3 Command and Dread (possibility). Demoralizes attacking forces over time (Roll negative; range: - 1 to -5).

    -> Swamp: Swamps favor neither defending nor attacking forces. More negative effects on attacking forces. Can result in -1 to -5 Command and Chivalry during prolonged engagements. Swamps cause more stalemate battles.
    Weather factors Weather factors affect all sides.

    -> Clear: No negatives, may cause troops to be inspired to fight in good weather (+1 to +2 Command and/or Chivalry).

    -> Cloudy: No bonuses or negatives.

    -> Rain: Causes -1 Command and Chivalry, no bonuses.

    -> Thunder/Heavy Storms: Causes -3 to -5 Command and Chivalry. Possible demoralize roll, no bonuses.

    -> Snow: Causes slow troop movements. May cause -1 to -2 Command. Possible demoralize roll, no bonuses.

    -> Blizzard: Causes -3 to -5 Command and Chivalry. Troops may desert (roll) and possible demoralize roll, no bonuses.

    -> Fog (Light/Heavy): Light: Causes -1 to -2 Command, no bonuses. Heavy: Causes -3 to -5 Command and Chivalry and possible demoralize roll, no bonuses.



    2. Plan the war and the battles. A good battle plan must include you strategy for the below 3 phrases.

    1. Prelude: In those days, commanders did not charge madly at the enemy. The first sized up the opponent, considered options (factors, last minute negotiations etc.), and if there was to be a fight, started with a skirmish.
    2. Battle: The actual battle is where you will employ the tricks you have up your sleeve (if any). Always remember that a combination of good strategy and tricks is your way to victory, unless if you have superior troops or larger numbers. You must utilise all factors to your advantage.
    3. Conclusion: This always depends on the outcome. If you win, you have the option to chase down the fleeing enemy troops or take a break and re-organise your troops. If you are likely to lose, you must have a plan for proper retreat with minimum loss.

    Information
    In a case, where you wish to have last minute negotiations with your enemy (under the white flag), post it in the battle thread. Then make a spearate thread for those negotiations, and role-play accordingly. Also, such negotiations must be short and up to the point. No logic in having any niceties or exchange of pleasantries.



    3. Divide your troops. Form your troops into 3 formations.

    1. Centre,
    2. Right flank,
    3. Left flank.

    While dividing your troops, you must be clear which companies are in centre and flanks, and where the centre and flanks are located. Another important thing to note is that if you want your character to fight alongside troops, clearly mention in which unit he is fighting with. A tip, best place your character amongst elite troops. Also, the character will be assumed by mods to be carrying all items in his personal effects thread. Make sure you update your post there if you want your character to armed specially for the battle.


    4.
    The battle begins. Post your orders to your troops, as you would in a duel. The moderator would then calculate the result of each move and post the outcome, after considering various factors. This will add more creative turns for battles instead of it being depended upon by rolls. Also, please do not post out of turn.


    5.
    After the battle ends (in victory or defeat), you will be free to conclude it by role-play.



    Important: Players are requested not to create OOC threads about a war or a battle. That would be for the moderators to post information for you.
    Last edited by m_1512; August 18, 2012 at 10:08 AM.


  4. #4
    m_1512's Avatar Quomodo vales?
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    Default Re: Battle System Rules (WIP, Needs approval from M)

    Completed.

    @LM: Is this one OK?

    If OK, you can either update this thread itself or create a new thread (and close + stick) for neatness purpose.
    Last edited by m_1512; August 18, 2012 at 10:10 AM.


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