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    Default Battle Guide (Includes Battle Rules)

    Battle Rules done by Lucius Malfoy.


    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
    -> Standing armies will be available gradually as time progresses. Initially, only basic troops will be easy to come by. As time goes, troops will evolve and more variety will be available. Standing armies will have an upkeep of 10 % of their cost of recruiting. If 5000 is their recruiting cost, then 500 is the upkeep. Standing armies must be garrisoned in castle holdings only. Garrisoning in urban holdings might cause the people to protest. For the purpose of understanding, there will be two types of troops.
    1. Regular: The mainstream army. These are ordinary troops who are trained to fight under orders. These troops might rout when facing superior forces or in face of certain defeat. This is the backbone of any standing army and should comprise the majority of any army.
    2. Elite: These are the finest troops available to you. These troops will not rout easily, but may even fight on to that last man. However, these troops are difficult to control, especially if the commander is of a lower ranking in the feudal structure. Sometimes, troops like knights may even charge without your orders.

    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 Shankbot de Bodemloze; August 31, 2012 at 08:21 AM. Reason: Updated.


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