[V6 Draft] Chapter 8: Battle Rules

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Re: V6 Battle Rules Draft

Postby t4lruum » 12 Oct 2012, 00:50

How does the "Transport" unit works? Is it like attachments?
for example: 100(100) troop attached with transport to carry 1000 troops, 1000 gold, 100000 food ?

What happen when transport unit is being attacked? become captured by the attacker straight away?
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Re: V6 Battle Rules Draft

Postby edwchong » 13 Oct 2012, 10:46

I have a question on naval battle:
I understand that the ocean cruisers had to stop at the river/ocean border to let the rafts go in. An expample wheresuper big armies are attacking from the ocean into the river, yet the the first layer of ocean tiles at river/ocean border are fully occupied, can the rafts from ocean cruisers positioned on the second layer of ocean tiles from river/ocean border still be able to get into the river?
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Re: V6 Battle Rules Draft

Postby Aureal » 14 Oct 2012, 14:43

t4lruum wrote:How does the "Transport" unit works? Is it like attachments?
for example: 100(100) troop attached with transport to carry 1000 troops, 1000 gold, 100000 food ?

What happen when transport unit is being attacked? become captured by the attacker straight away?


Added 'Goods' attachment.

edwchong wrote:I have a question on naval battle:
I understand that the ocean cruisers had to stop at the river/ocean border to let the rafts go in. An expample wheresuper big armies are attacking from the ocean into the river, yet the the first layer of ocean tiles at river/ocean border are fully occupied, can the rafts from ocean cruisers positioned on the second layer of ocean tiles from river/ocean border still be able to get into the river?


I'm not really sure what you're trying to ask. Two units cannot occupy the same tile, so if there are units already in all the tiles that some other unit wants to get into, tough luck. Whether the unit could've moved past them with remaining MP if not for a rule that forces them to stop in the occupied tile is irrelevant.
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Re: V6 Battle Rules Draft

Postby edwchong » 14 Oct 2012, 20:20

In regards to the naval question, you answered it thanks.

I understand that the mechanics of battle is that armies moving across the map will be in full view to everyone right from the moment try exit their city. given that the other units in the army are able to get their food supply from the supply unit, what is the maximum range that a unit from that army can be away from the supply to still receive food supply?

My thought process behind this question is that suppose an army of cavalry units with a heavy arms supply unit, this army is attacking a city that is positioned "2 cities away" from theirs. The cavalry units will be charging ahead towards the target city and the supply unit will be a distance apart from them. If the supply range is global, players will abuse this system. Is there a maximum range that a unit from that army can be away from the supply to still receive food supply?
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Re: V6 Battle Rules Draft

Postby Xiahou Mao » 14 Oct 2012, 20:40

edwchong wrote:In regards to the naval question, you answered it thanks.

I understand that the mechanics of battle is that armies moving across the map will be in full view to everyone right from the moment try exit their city. given that the other units in the army are able to get their food supply from the supply unit, what is the maximum range that a unit from that army can be away from the supply to still receive food supply?

My thought process behind this question is that suppose an army of cavalry units with a heavy arms supply unit, this army is attacking a city that is positioned "2 cities away" from theirs. The cavalry units will be charging ahead towards the target city and the supply unit will be a distance apart from them. If the supply range is global, players will abuse this system. Is there a maximum range that a unit from that army can be away from the supply to still receive food supply?


Units can't receive food supply from supply units. Each unit carries its own food and gold.

The transport unit can still resupply units that are running low and keep them from having to return to a city or town themselves, though its main purpose will likely usually be simply transporting food/gold/etc. between cities as no 'instant transport' mechanism will exist unlike past games.
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Re: V6 Battle Rules Draft

Postby Calistoknight » 14 Oct 2012, 20:42

edwchong wrote:In regards to the naval question, you answered it thanks.

I understand that the mechanics of battle is that armies moving across the map will be in full view to everyone right from the moment try exit their city. given that the other units in the army are able to get their food supply from the supply unit, what is the maximum range that a unit from that army can be away from the supply to still receive food supply?


Battle Rules Draft wrote:Resupply
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be adjacent to or on its desired supply cache.
Description: The unit resupplies itself from a cache of supplies, either the Headquarters of an allied city or a willing allied unit. Supplies dropped on the field may also be acquired in this manner.


On a seperate note I think if you edit the supply portion of Battle Basics to include that units get resupplied by using the resupply command it might prevent future questions in this regard. (I personally think if you just tack on "by using the resupply command." after Headquarters in the third sentence that would work well)

edwchong wrote:My thought process behind this question is that suppose an army of cavalry units with a heavy arms supply unit, this army is attacking a city that is positioned "2 cities away" from theirs. The cavalry units will be charging ahead towards the target city and the supply unit will be a distance apart from them. If the supply range is global, players will abuse this system. Is there a maximum range that a unit from that army can be away from the supply to still receive food supply?


Supply is not global, every unit now carries their own supply and will start incuring penalties once a certain threshold is passed (what it is I don't know). You can have a supply unit (in a sense) but it doesn't automatically hand out supplies, same with the HQ. Supplies have to come to the unit or the unit has to go to the supplies this time around.
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Re: V6 Battle Rules Draft

Postby Strategist » 14 Oct 2012, 21:38

If several stats contribute to an action, does that mean they contribute equally or do they do so in different degrees?
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Re: V6 Battle Rules Draft

Postby Calistoknight » 14 Oct 2012, 21:41

Strategist wrote:If several stats contribute to an action, does that mean they contribute equally or do they do so in different degrees?


Different degree's from greater to lesser.

For instance Lead, War, Cha means Lead has the highest effect on the skill, followed by War, followed by Cha.
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Re: V6 Battle Rules Draft

Postby Aureal » 14 Oct 2012, 21:49

Calistoknight wrote:For instance Lead, War, Cha means Lead has the highest effect on the skill, followed by War, followed by Cha.


Or it might just be written in the standard stat order. :P
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Re: V6 Battle Rules Draft

Postby Calistoknight » 14 Oct 2012, 21:51

Aureal wrote:
Calistoknight wrote:For instance Lead, War, Cha means Lead has the highest effect on the skill, followed by War, followed by Cha.


Or it might just be written in the standard stat order. :P


It might! Who knows by the GM's and Admins... >_> <_< >_>
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Re: V6 Battle Rules Draft

Postby Xeniphon » 14 Oct 2012, 22:00

I suggest the use of common sense! If a military action is primarily done via the unit of troops then Lead is probably the most significant involved although in the case of things like Raid where a smaller unit is involved it would be reasonable to assume that War plays a bigger part. These are guesses but if you make them based on solid logic then you ar eless likely to make a big mistake. Read up on what the stats represent, not just in what they do mechanically but in what they mean about the character. For instance Pol is not only political ability or literacy but is also sublty. Once you have a grasp on what the stats mean you will be able to make good guesses as to what stats likely have the biggest impact, it won't be absolute but something is better than nothing!

This kind of information isn't given out so people can't just follow instructions to build the most effective character ever, so your not going to find any solid answers about that kind of thing. Comon sense is about the best you will get.
Oh well, back to the drawing board...

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Re: V6 Battle Rules Draft

Postby Sun Tang » 15 Oct 2012, 00:31

I dont know if anyone is talking about it, but i read the V6 draft battle rules and noticed some new skills being mentioned! Strategics, Vehemence, Siegecraft? (I dont remember that one from previous verions....i think..but maybe i am wrong. :p)

Is it possible that we can get the actual skill definitions of these 3 skills so that we can further understand their intended purposes to further understand battle rules and have more insight into these skills?

I also have a question regarding the creation of a horse archer unit. Can this be done in all or only a handful of cities? Would someone have to combine a horse unit with an archer unit? Or would you be able to simply create/draft troops into a horse archer unit?
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Re: V6 Battle Rules Draft

Postby Xeniphon » 18 Oct 2012, 01:33

For the purposes of constructing roads or barricades do the light forests count as "forests" or just the heavy ones? I ask since the light forests are not much of an obstical and the construction abilities are not clear on the matter. If they do count then it makes construction very difficult since they are spread around so liberaly, in which case a "clear forest" action might serve to allow people who really want to do extensive road building to do so while keeping the light forests as an obstical still... Also I see no reason you couldn't build a road over hills, it would have to cost more of course (or perhaps only construct 1 road hex instead of 3 for the same cost), but thats just my opinion and you can take it or leave it as you like...

You also might want to note in the construct bridge action that they can't be constructed over ocean tiles, that would just be silly...

Camps no longer note that they can be used as supply depots, has this changed or was that part of camps removed?

The build barricades action doesn't note if you can'can't build them adjacent to towns or forts, this would be good to know.
Oh well, back to the drawing board...

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Re: V6 Battle Rules Draft

Postby Mat » 18 Oct 2012, 06:12

Sun Tang wrote:Siegecraft ? (I dont remember that one from previous verions....i think..but maybe i am wrong. :p)



Siegecraft (2sp)
Siegeworks command does extra damage and has reduced TP cost. Bonus to success when climbing Field or Siege Ladders. 10 bonus damage done against walls and gates with Siege and Field Rams. MP Penalty for carrying siege equipment reduced to 2. Lower gold cost when constructing a Fort.
(e) -- MP penalty reduced to 1. 15 bonus damage when using rams.


There ya go. That's insider information I got from the staff. I've also learned that the best item in v6 will be...

Sequential Duck Hat [headwear] (Lead +2, War +4, Int +6, Pol +8, Cha +10)
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Re: V6 Battle Rules Draft

Postby Xeniphon » 18 Oct 2012, 12:26

I note that Rally and Jeer are not mentioned here, is this because they are gone or an oversight? If the former then it should be considered that this will negatively impact the Charisma heavy build which always found it's greatest use as moral boosters, if that was considered then ignore my comment.

Are Transports considered to have attachments or not? It is not clear and matters for the purposes of terrain movement and the ability to use the formation skill. Can Transports use Campaigns as other army units can since they can be attacked (assuming the transport comander has the skill)?

Ambush does not list terrain qualifications like it has in the past, same with Elude Movement. Does this mean you can ambush/elude on grassland and roads too? Does increasingly rough terrain offer advantage to ambush/elude or does it not matter (wouldn't want people making the same mistake as last game, trying to ambush int he open because they didn't know better)?

Can a transport have defending troops or is it just "Transport" since it can be attacked? If attacked is a Transport automatically destroyed if not permitted defending troops or does it act like an HQ where the troops inside can counterattack and must be destroyed before the unit is destroyed?

I've only noted one instance of plank roads on the map so far and they are far from an essential path, I do not think anyone will even bother with them. If you want to make them a part of the game I suggest allowing them to be constructed like bridges at which point they would become a viable strategic concept. If you don't really care then ignore this comment/suggestion.



I'll think of more later doubtless, but the skills will need to be revealed before I can really judge the commands/ploys effectively...
Oh well, back to the drawing board...

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