[V6 Draft] Chapter 8: Battle Rules

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[V6 Draft] Chapter 8: Battle Rules

Postby Aureal » 11 Oct 2012, 12:15

[Chapter 8: Battle Rules]
This chapter covers the rules behind preparing for and fighting battles. Most players will only need a cursory knowledge of how battles work, though the more you know the more helpful you are to your kingdom. Please remember that a GM or the Game Rules Questions thread is always available for you to answer any questions you might have about battles. Battles are resolved during the Military Phase of the month, which occurs after the Civil Phase of each month.

Table of Contents:
8.1 Pre-battle - How to mobilize, what to prepare, whom to send it to.
8.2 Battle Basics - Victory conditions and overview.
8.3 Unit Types - A more in-depth look at your army and its equipment.
8.4 Movement - How to manoeuvre your armies and the effects of terrain.
8.5 Commands - The various types of Command actions available.
8.6 Ploys and Advisors - Tricks that may give you the edge.
8.7 Campaigns and Formations - Covers various skill-specific abilities.
8.8 Status Effects - The various ways your unit may fall apart.
8.9 Appendix - What information is needed when sending your tactics, invasions, and more.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:16

[8.1 Pre-Battle]
Where other chapters are presented in prose, the Battles section can easily overwhelm a reader. As such, it will be presented differently:

1. During a Civil Phase, kingdoms will submit any relevant military orders, including deployment of new units, in a PM to the Forum Administration account.
2. After the Civil Phase has ended, the Game Masters will move the units in accordance with their submitted orders, and calculate the results of any conflicts.
3. Once all the battle actions have been resolved, the results will be posted in the Battle Thread. The Military Phase will end and the game will then shift into the next Civil Phase.

Mobilizing Your Army
To mobilize your army, preparations must be made during the Civil Phase. Follow these steps:
1. Ensure that all participating officers are active and can command the number of troops assigned to them.
2. Ensure that the location where the army will deploy from is not under siege. A city may not deploy new units onto the field if there are any hostile units on or within the walls or gates. A town may not deploy new units if there is an enemy unit adjacent to the Headquarters tile.
3. Ensure that your new units will not exceed the maximum number of army units which may be on the field at once.
4. Send a PM listing the battle line-up to the “Forum Administration” account by Private Message (PM) prior to the end of the civil phase. An example of this can be found below.
Use this calc to format your post properly (coming later!):
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Aureal
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:16

[8.2 Battle Basics]

Morale
Morale is an army’s cohesion and self-belief – a willingness to fight. As such, Morale affects virtually every aspect of battles.

Morale levels generally run from 0 to 10, although it may rarely be increased over 10 by things such as special items. An army will normally start with the same Morale as the city garrison upon being mobilized. Temples, Temple Complexes and Ancestral Temples grant bonus Starting Morale to units mobilizing from their cities. At the end of each turn, a unit's Morale may change, depending on various factors such as season, weather, and commander stats.


Spring = January, February, March
Summer = April, May, June
Autumn = July, August, September
Winter = October, November, December

Supplies
Every army needs to eat, so care must be taken to bring enough food for your army. Gold may also be brought as part of the army's supplies, for use in the various battle actions which require gold, such as constructing a Camp. Each unit carries its own supplies, though they may be re-supplied by using the Resupply command with allied units or caches such as a city's Headquarters. Carrying excessively large stores of supplies may result in a deterioration of the unit's combat ability.

Food is consumed at a rate of 3 food per foot unit, 4 food per mounted unit, and 2 food for a transport unit. For instance, if you have 100 Heavy Infantry, then you will consume 300 food per turn. If you have 100 Cavalry, you will consume 400 per turn. The food cost can be reduced with the Logistics skill. If you do not have enough food remaining to feed your unit, the remainder will be consumed; and if you have not acquired more supplies by the next turn when food is needed, your unit's morale will drop. A unit at zero Morale will likely fall into a disorderly retreat as well as suffering from troop desertion.


Flow of Battle
Units will act once each turn in order of Initiative. Initiative is equal to an officer's Leadership stat plus any bonuses from skills, items and ranks. In the event that the Initiative values of two officers are the same, the one with the higher Intelligence stat moves first. If there is still a tie, a dice roll will be made each turn to determine who moves first. A unit which has the Strategics skill may choose to lower its initiative voluntarily to act at a later time that turn, but it must specify a specific number to temporarily set its initiative score to (it may not modify its Intelligence stat for tiebreaking).

When a unit is able to take its turn, it will be able to move and either use a Command or a Ploy. These can be done in any order- you may move and take an action, or you may act and then move. A unit may move freely through allied units, though it cannot stop in their tile, but may not move through enemy units.

At the end of each turn, all units will eat food from their Supplies. At the end of each month, all units on the field will regenerate (Int/2) TP, not going beyond their maximum TP.

Unit Limits
Initially, each unit can only have up to 100 units of troops. However, this maximum limit can be increased through military ranks, various skills and items. Please see the Skills chapter and the Ranks listing for more details. Note that damage dealt will not increase with armies of greater than size 100, any troops above that serve only as an extra cushion against being wiped out. So plan your army layout well in accordance with your needs- stacking large amounts into one army is not necessarily better or worse.

In addition to the number of troops which may be assigned to one commander's unit, the number of army units a kingdom may have on the field at once is limited. A kingdom with one city may have 10 army units on the field at a time, with each city past the first one adding 5 to that limit and each town adding 2. In addition, ruler ranks may provide additional authority to mobilize armies (see Chapter 6 for details on ranks). There is no limit to the number of Transport units which a kingdom may field at once. The maximum number of armies has no effect upon troops currently on the field if the kingdom's limit drops, it merely prevents more armies from being added until the limit will not be exceeded by doing so.

Starting Locations
Each unit will enter the field on the Headquarters of their home base when their turn has arrived. From there, they can move and attack as they desire. On its first turn, the unit will not be considered to be present on the field until its initiative allows it to act- it will be a part of the city's garrison until then. The Headquarters tile itself may be occupied by an allied unit and still allow units to mobilize from the garrison, but it must be able to move into an unoccupied tile or else it will remain a part of the garrison and will have to attempt to re-mobilize on a later turn.

Conquering Territory
In order to expand your kingdom's domain, you must claim more cities and towns for your own. In order to gain control over a city or town, you must seize its Headquarters building. The Headquarters serves as the deployment site of troops emerging from the location, and as a garrison for undeployed troops. Ergo, any troops remaining within the garrison must be destroyed first before the Headquarters can be claimed. This may be accomplished by using regular melee attacks from any adjacent tile until the garrison is empty, at which point it can be claimed as part of the attack which destroys the last troops. Ranged attacks may also be made at the standard range, although a ranged attack will not allow the unit to also claim the Headquarters. Be warned though- even though garrison troops will fight less effectively than troops in the field, they will still be able to counterattack melee attackers, and ranged attacks made against them will be weaker than usual.

Retreating, Fleeing, and Burning
In order to retreat off the battlefield, you must move onto the Headquarters of a city, fort, or gate that you control. Your unit may then join with the garrison of that base, and any officers commanding the unit will be available for use in your Kingdom Turns or for new military deployment. Should your unit run out of morale, your unit will attempt to do this automatically, choosing to return to your starting base, or the nearest base available, should your starting base not be available.

In the face of overwhelming odds, you might decide to abandon your current base. You can do this by simply moving your units away, but when in close contact with the enemy already, a full evacuation of a city's resources may be more difficult.

Should you be a vengeful character, you can also attempt to burn your city to the ground and flee. This can be done by having your military units set fires in the city and/or by the governor's order (made in PM in the same way that unit actions are sent). The effect and likelihood of success are affected by which method is chosen. An evil act such as this will have a very negative effect upon the reputations of those who carry it out.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:16

[8.3 Unit Types]
In battle, you may use a variety of units to compose your army.

:arrow: Infantry are cheap and flexible, able to fulfill almost any tactical necessity.
:arrow: Heavy Infantry can do everything regular Infantry can do, but have greatly increased Defense and slightly more Attack although they move more slowly.
:arrow: Archers can attack from 2 tiles away and thus avoid being counterattacked, but are weaker against attack than Infantry.
:arrow: Arbalests function like Archers, with greater power but are even more vulnerable.
:arrow: Cavalry are the most powerful melee attackers, but expensive to put together. They have many restrictions on where they can move, but are very fast in the right terrain.
:arrow: Horse Archers are a combination of Cavalry and Archers, combining the speed of Cavalry with the ranged attack ability of Archers, although their attacks in both melee and ranged combat are slightly weaker.
:arrow: Transports are speedy wagons designed to transport troops, arms, food, and gold between locations.

The table below has the statistics for these units.

UnitMelee AttackDefenseRanged AttackMP (Unit Size <= 50)MP (51 <= Unit Size <= 100)MP (101 <= Unit Size <= 150)(MP (151 <= Unit Size <= 200)(MP (Unit Size >= 200)
Transport1515N/A1212121212
Infantry3030N/A109875
Heavy Infantry3545N/A87654
Archers20203087654
Arbalests15155076543
Horse Archers352525141211108
Cavalry5030N/A12111097


Troops are not bound to their armament; so long as you have enough soldiers to use your armaments, you can assign them how you like before they go to battle. For example, if you have 200 soldiers, 150 Bows, and 150 Heavy Arms, you can make 100 of both type, 150 of one and 50 of the other, etc.

[Attachments]

Once the base of your army has been settled, you may choose to enhance further them with Attachments such as Siege Weapons. These Attachments can prove to be critical in sieges. Several rules apply regarding Attachments:
  • A unit may only equip one Attachment at any one time.
  • A unit can choose to spend a turn’s action to detach/pick-up/pass an Attachment on the battlefield. To equip an Attachment on the battlefield, the Attachment must be unattended. Unattended attachments will decay and be unusable if not picked up by another unit before the end of the month.
  • Mounted units may not equip any attachments.
  • Attachments have a chance to be destroyed by fire.
  • Mounted Units & Units equipped with Attachments can only move into Water squares by using Transport Ships.
  • The Siegecraft skill increases the effectiveness of all Siege Weapons.
Details of how to obtain the various Attachment types are available in the Kingdom Turns chapter.

A list of the available Attachments follows.

Catapult
Once equipped, the equipping unit suffers from -15 Melee Attack, -15 Defense, and loses any ability to make normal ranged attacks with arrows. Furthermore, they will lose 3MP. However, they will gain the ability to use a special type of ranged attack, with a range of 2-4 squares. If Catapults attack Gates and Walls, they will deal 25 damage and are also able to damage enemy units on Walls if they are in the same square. They may also attack troops alone, but with less power than normal ranged attacks. They are also the only unit which may ignore walls when choosing targets, being able to fire over or onto walls without penalty.

Goods
Once equipped, the equipping unit suffers from -15 Melee Attack, -15 Ranged Attack & -15 Defense, as well as losing 3MP. An army unit which destroys a Transport unit is likely to acquire a Goods attachment, which contains any equipment that the destroyed Transport unit was carrying (the Transport itself comes equipped to carry goods and does not suffer penalties for carrying them). Any troops that were being carried as part of the Transport's goods will be lost if the Transport is destroyed, but army equipment such as horses and siege rams will be bundled up into a Goods attachment and transferred to the control of the unit which destroys the Transport in melee (destroying a Transport at range will cause the Goods to be dropped). Destruction of a Transport is the only method by which a Goods attachment can be carried by another type of unit- a Transport unit may not willingly give its cargo to a non-Transport unit; and it may not be created by loading the goods onto a non-Transport unit to start with. A Goods attachment may also be created on the ground if an army is wiped out with a ranged attack, causing its food and gold to be dropped, but Goods which contains solely food and/or gold such as this will simply be added into the totals for the retrieving unit.

Siege Ladders
Once equipped, the equipping unit suffers from -15 Melee Attack, -15 Ranged Attack & -15 Defense. Furthermore, they will lose 3MP. Units with Siege Ladders may place the ladder on the ground in a square next to a wall as a free action during their turn. When a ladder is placed at a wall, a unit in the ladder's square may attempt to scale an empty city wall square at the cost of 4MP. A ladder placed at a wall also acts to bring the square with the ladder and the squares of adjacent walls into melee range, meaning a unit on the ladder square can attack a unit on the adjacant wall (at a penalty) and vice versa (climbing to make an attack does not require the MP needed when climbing into an empty square).

Siege Rams
Once equipped, the equipping unit suffers from -10 Melee Attack, -10 Ranged Attack & -10 Defence. Furthermore, they will lose 3MP. Units with Siege Rams do 25 damage when attacking Gates and Walls, potentially breaking them down.

Siege Tower
Once equipped, the equipping unit suffers from -5 Melee Attack & -5 Defence. Furthermore, they will lose 3MP. Siege Towers have three applications: 1) When rolled against a wall, the army using it may move onto an empty wall square at the cost of 2 MP; or 2) When adjacent to a wall, the army using it may attack an enemy unit on the adjacent wall; or 3) be used as a shooting platform for Archer-type units. Once a unit has moved onto a wall, the Siege Tower is automatically un-equipped and left at the walls. When used as a shooting platform by Archer-type units, the unit will be considered to be on a wall for targeting and damage purposes (meaning it can shoot units on/beyond walls without penalty).


[Naval Battles]:
Naval Battles are a general term for battles that are fought primarily on rivers, lakes or seas. The following points apply to naval battles:

  • The basic naval unit is Rafts. They may enter river tiles anywhere, but entering water will end their movement for the turn. Rafts suffer from poor stats in all areas. They may not enter ocean.
  • There are two general types of Ship: River Ships and Ocean Ships. Ships built for rivers may not enter ocean tiles nor vice versa. A unit in the ocean may move into a river, but it must use Rafts while it is in the river and must re-launch its ship normally if it wishes to move back into ocean afterward.
  • Units equipped with Ships must enter water via a Village adjacent to water if they wish to gain the benefits of the Ship. Entering water with a Ship requires 3MP, and the unit's remaining MP will be adjusted afterward to be the same percentage its remaining MP.
  • Units may exit the water anywhere, provided they have sufficient MP. The MP required to enter a tile from water is the normal MP value of that tile plus two (so moving onto grass would require 3MP while moving onto a forested hill would require 5MP).
  • Mounted units and units that have equipped Attachments must use Transport Ships to enter water; they may not equip any other Ship type.
  • Units without the Navy Skill are severely hampered, and will function with -20 to Melee Attack, Ranged Attack, and Defense. Units with Navy are able to avoid this penalty, and Navy(e) units gain an additional +5 to Melee & Ranged Attack when on water. Units with Navy also get significantly increased MP when using Ships (detailed in the table below).
  • If fighting at a shoreline with one unit on land and one on water, melee attacks made from land to water will be resolved as naval combat for both units, whereas attacks made from water to land will be resolved with naval stats for the unit on water and normal stats for the unit on land.
  • Non-standard Formations have no effect when on water, although all Campaigns function as normal.

A list of the available Naval unit types follows.
UnitMelee AttackDefenseRanged Attack*MP (non-Navy)MP (Navy)
Rafts20202044
River Transport151515814
Arrowship (River-type)25354058
Skirmisher (River-type)454035710
Warship (River-type)55554548
Ocean Transport151515814
Cruiser (Ocean-type)555545610
*Only units which are equipped with bows or arbalests may make ranged attacks.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Postby Aureal » 11 Oct 2012, 12:17

[8.4 Movement, Terrain, and Weather]
In order to move from one tile to the next, Movement Points must be expended. Each different type of unit has a set number of Movement Points, which may then be altered by various things such as skills, Siege Attachments or Movement Types (explained below). The Terrain section of the rules explain how many Movement Points must be spent in order to move to that terrain. For example, to move from a Mountain tile to a Grassland tile will cost 1 Movement Point. Conversely, moving from a Grassland tile to a Mountain tile will cost 8 Movement Points. An officer with the Mobility skill will be able to move in difficult terrain at lower MP cost. A unit which does not use all of its MP in a movement will forfeit any remaining MP once it interrupts its movement with any sort of action. The one exception is that a unit may move immediately into a city's Headquarters after destroying the garrison occupying it if their tactics allow for it; they do not need to wait for another turn to move again. There are also a few special abilities such as Fusillade which allow for extra movement other than a standard movement- these follow their own special rules.

If a unit moves into a tile in melee range of an enemy unit, then the acting unit’s movement will stop. The unit may perform an action (such as Attacks or Ploys), but cannot move further. This is called the zone of control. An army will always have zone of control over units that are not from the same kingdom even if it falls under a status such as rioting, unless the unit is from a kingdom with a peace treaty currently in effect. A unit may never move through an enemy unit, but allied units may be passed through as if the tile were unoccupied (although they may not stop and occupy the same tile as another unit and any attempted move which would force such an occurence will be stopped short before entering the ally's tile).

Below is a list of all the movement types. Movement other than Normal Movement costs Tactics Points (TP). The explanation of TP is listed under Ploys, as it is more closely related to that subject. For now, suffice it to say that if you do not have enough TP to perform a movement type, you will instead do a Normal Move.
Normal
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Restrictions: None
Description: This is the standard march, nothing unusual. You move according to the MP total listed in the table under 8.3 (modified by any other MP-related effects).

Dash
TP Cost: 15
Skill Requirement: None
Unit Requirement: Any non-naval unit
Restrictions: This ability must be activated at the start of a unit’s turn. This ability can only be used on land. Units carrying attachments may not use this action.
Description: By pushing the unit’s troops to the limit, the acting unit receives 25% more MP this turn, but will leave a small number of its units behind in its haste, and may suffer from loss of Morale. After moving, the unit can take an action as usual, even using Commands such as Charge at normal TP cost. Units that are using Dash are more vulnerable to Ambushes.

Elude
TP Cost: 15
Skill Requirement: None
Unit Requirement: None
Restrictions: This ability must be activated at the start of a unit’s turn.
Description: By adopting measures to minimize any noise or signs of human presence, the acting unit will attempt to sneak past enemy units. At the beginning of the turn, the unit will start off with 25% less MP. When moving with Elude, there is a chance that this acting unit will not fall under an enemy unit’s zone of control. (i.e., if this unit moves into a tile adjacent to an enemy unit, there is a chance that the unit’s turn will not end there. Compare to the Normal movement.). Larger units will find it more difficult to use Elude successfully. This is also the only way for a unit in Ambush status to move without revealing the unit's presence.

Probe
TP Cost: 15
Skill Requirement: None
Unit Requirement: None
Restrictions: This ability must be activated at the start of a unit’s move.
Description: At the beginning of the turn, the unit will start off with 25% less MP. By adopting strict measures on vigilance, the acting unit moves carefully, greatly increasing the chances of detecting enemy ambushes before they are sprung.


Images will need to be updated.
Terrain

Bridge
MP cost: 1
Restrictions: N/A
Bonuses: Units on Bridges count as being on land for the purpose of combat.
Penalties: Units on Bridges count as being on land for the purpose of combat.
Description: Wooden or stone bridges built across fords to ease movement. Bridges can be destroyed by the Destroy Bridge command, and can be constructed across fords using the Construct Bridge command.


Buildings
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this tile type receive slightly less damage from melee and ranged attacks.
Penalties: Units occupying this tile type are more vulnerable to fire.
Description: Buildings that represent residential or commercial areas. They can be pillaged for gold and some food through the Pillage attack.


Castle
MP cost: 1
Restrictions: N/A
Bonuses: Units occupying this tile take significantly reduced damage from melee and ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Represents the Headquarters of a city.

City
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Developed land within the walls of a city.


Gates
MP cost: 1 (for allied units)
Restrictions: Gates are impassable for enemy units on the outside until they are destroyed/opened.
Bonuses: N/A
Penalties: N/A
Description: Gates of a City, Fort or Pass. Allied units can also occupy the gate itself, but the gate is considered opened in this situation - if the allied unit is destroyed or moves away while an enemy is adjacent to the gate, it will be open for the enemy. Enemy units may also open the gate by moving next to it from the inside with no defenders adjacent to the gate. Once opened, the gate may not be closed unless no enemy units are adjacent. The top of the gate may not be walked upon (unlike in previous versions). Gates have an HP value equivalent to the City Defense stat of the location; if a gate tile is damaged and falls to zero it will be open until it is repaired via either the Repair command or by raising City Defense in the KT.


Grassland
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Clear, flat terrain.


Heavy Forest
MP cost: 3
Restrictions: N/A
Bonuses: Units occupying this tile will take moderately reduced damage from melee and ranged attacks.
Penalties: Units occupying this tile are significantly more vulnerable to Fire and will deal slightly less damage with melee and ranged attacks.
Description: Thick forests that are difficult to move through, but provide excellent places to hide.


Hills
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this tile will take moderately less damage from melee and ranged attacks, and gain a moderate amount of damage dealt when using melee or ranged attacks.
Penalties: N/A
Description: Hills.


Mountains
MP cost: 8
Restrictions: Impassable for Mounted units and any Units with Attachments.
Bonuses: Units occupying this tile take significantly reduced damage from melee and ranged attacks, and deal significantly increased damage with melee and ranged attacks.
Penalties: N/A
Description: Big, gory mountains.


Plank Road
MP cost: 3
Restrictions: Impassable for Mounted units and units carrying Attachments. Many special actions are restricted: Dash, Ambush, Arrowstorm, Blitz, Charge, Fusillade, Lure, Missile, and Volley are unavailable while on planks.
Bonuses: N/A
Penalties: Units occupying this tile receive more damage from melee and ranged attacks and deal less damage with melee and ranged attacks.
Description: Plank Roads are made by driving wooden planks into the side of a mountain, allowing units to move significantly faster than moving across the mountain. Plank Roads are extremely fragile.


Rapids
MP cost: N/A
Bonuses: N/A
Penalties: N/A
Description: Water too treacherous to navigate.


Road
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: The most ideal terrain for movement. A unit which starts its movement on Road gains an extra 3MP to use that turn, forfeiting any remaining extra MP if it leaves the Road (Bridge and City tiles are also considered to be Road for purposes of determining whether a unit is on Road).

Steppe
MP cost: 1
Restrictions: N/A
Bonuses: N/A
Penalties: N/A
Description: Clear, albeit arid terrain.


Swamp
MP cost: 3
Restrictions: Impassable for any Units with Attachments (not including Supply Units).
Bonuses: Units occupying this terrain will receive moderately less damage from melee attacks, and are less vulnerable to Fire.
Penalties: Units occupying this terrain will deal less damage with melee attacks. Units occupying this tile will suffer increased damage from Flood attacks.
Description: Muddy, Stinky and generally undesirable terrain, certainly not ideal for warfare.


Swamp (Poison)
MP cost: 3
Restrictions: Impassable for any Units with Attachments (not including Supply Units).
Bonuses: Units occupying this terrain will receive moderately less damage from melee attacks, and are less vulnerable to Fire.
Penalties: Units occupying this terrain will deal less damage with melee attacks. Units occupying this tile will suffer increased damage from Flood attacks, and will suffer casualties to the poison as long as they remain in the poisonous marsh.
Description: Muddy, Stinky and generally undesirable terrain, certainly not ideal for warfare.


Village
MP cost: 2
Restrictions: N/A
Bonuses: Units occupying this tile type receive slightly less damage from melee and ranged attacks.
Penalties: Units occupying this tile type are more vulnerable to fire.
Description: Light Buildings that represent smaller residential areas scattered across the land, with populations numbering in the hundreds or thousands. They can be pillaged for gold and some food through the Pillage attack. Villages which are adjacent to water can be used as launch points for Ships.


Wall (Stone)
MP cost: 1 (moving from connected wall to wall, or from the inside of a city), 4 (units scaling a wall from the outside)
Restrictions: Impassable for any Mounted units or units with Attachments.
Bonuses: Units occupying this tile will take 50% less damage from ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Walls of a City or Gate. Enemy units can use Siege Ladders to scale the outside of the walls at the cost of 4 MP. Walls have an HP value equivalent to twice the City Defense stat of the location. If a wall tile is damaged and falls to zero it will be open for the remainder of the battle.


Wall (Wood)
MP cost: 1 (moving from connected wall to wall, or from the inside of a town), 4 (units scaling a wall from the outside)
Restrictions: Impassable for any Mounted units or units with Attachments.
Bonuses: Units occupying this tile will take 25% less damage from ranged attacks and deal slightly more damage with ranged attacks.
Penalties: N/A
Description: Walls of a Town or field construction. Enemy units can use Siege Ladders to scale the outside of the walls at the cost of 4 MP. Walls have an HP value equivalent to the City Defense stat of the location. If a wall tile is damaged and falls to zero it will be open for the remainder of the battle.


Water (Ocean)
MP cost: 1 (moving from other water, see Naval rules for moving into water)
Restrictions: See "Naval Battles" section.
Bonuses: N/A
Penalties: N/A
Description: It's really wet.


Water (River)
MP cost: 1 (moving from other water, see Naval rules for moving into water)
Restrictions: See "Naval Battles" section.
Bonuses: N/A
Penalties: N/A
Description: It's really wet.


Woods
MP cost: Terrain+1
Restrictions: N/A
Bonuses: Units occupying this tile will take slightly less damage from melee and ranged attacks, combined with any other terrain modifiers.
Penalties: Units occupying this tile are more vulnerable to Fire, and will deal slightly less damage with ranged attacks, combined with any other terrain modifiers.
Description: Light forests that are not easy to move through, but provide good places to hide. Woods may be found on several different types of terrain such as grass and hills, increasing the normal MP cost of that terrain by 1 and adding any modifiers for woods to that terrain's normal values.


Weather
Weather affects troops' movement and various other actions, and the likelihood of fires starting and spreading. Extreme weather may also increase the risk of Morale loss, while mild weather may increase the chances of Morale gain. The worse the conditions, the more pronounced the negative impact - heavy snow, for example, is very difficult to march through and the extreme cold will sap the soldiers' will to fight greatly. The possible weather conditions are as follows: Dry, Sunny, Cloudy, Foggy, Rainy, Thunderstorms, and Snow; with Rain, Thunderstorms, and Snow affecting troop mobility.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:17

[8.5 Commands]
After moving, or foregoing movement, a unit may engage an enemy unit in combat. Actions that make direct use of your army's troops are called Commands. Most Commands have a chance of failure built in, those which automatically succeed are specified in the description. Though there are several types of Commands, these are available to all units:

Melee Attack
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Lead, War, Int, Cha
Restrictions: The acting unit must be adjacent to the target unit. The acting unit or the target unit cannot be on a wall unless the other is on the inside of the wall, or also on the same wall or siege tower/ladder. (This is hereafter referred to as 'melee range'.)
Description: The acting unit engages the target unit in a hand-to-hand combat. The standard melee attack, the acting unit will also lose some units from the target unit’s counter-attack. This command can also be used to attack walls and gates, dealing (Unit Size)/10 to the wall or gate's strength. Can be used on ships on water. Unlike most other actions, Normal and Ranged Attacks have no chance of failure. This is the only melee command available when one unit is on a wall and its opponent is not.

Ranged Attack
TP Cost: 0
Skill Requirement: None
Unit Requirement: Archer-type units (Archer, Arbalest, Horse Archer, any naval units equipped with bows/arbalests)
Relevant Stats: Lead, War, Int, Cha
Restrictions: The target unit must be within the acting unit’s ranged attack range. The target unit cannot be on the other side of a wall unless there is a line of sight to it either through an open gate or from the top of a wall. Ranged attacks may not be made on a unit in an adjacent tile unless the acting unit is atop a wall and the target is below.
Description: The acting unit fires missiles at the target unit causing damage. Unless the target is also an Archer-type unit with the Counter ability, it will not get a counter-attack. Can be used on ships on water. Unlike other attacks, Normal and Ranged Attacks have no chance of failure.

Destroy Camp
TP Cost: 20
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Description: The unit destroys a constructed Camp.

Douse
TP Cost: 5
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Int
Restrictions: Acting unit must be on the target tile or an adjacent tile.
Description: This command will put out the fire in the acting unit’s tile, or a tile adjacent to the acting unit. Can be used on ships on water.

Duel
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit.
Description: The acting unit’s commander challenges the target unit’s commander to single combat! If the target unit refuses to duel, then the target unit’s army may lose morale and/or have troops desert, and the challenger may gain morale. If a commander is killed or captured in a duel, some of his troops will be scattered, some may join with nearby allies, while the rest of army will fall into disarray and be forced to retreat, leaderless, as best it can towards a nearby base.

Equip Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The unit must be in the same tile as the Attachment. The Attachment must not be equipped to another unit. There is no chance of failing this action.
Description: This unit equips the Attachment.

Flank
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be adjacent to the target unit, with another allied unit also adjacent to the target.
Description: A standard melee attack made at +5 Attack strength.

Un-equip Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Unit must have an Attachment equipped to perform this Command.
Description: This unit un-equips the Attachment that it is currently holding. The attached equipment is abandoned at the unit's current tile. There is no chance of failing this action.

Pass Attachment
TP Cost: 0
Skill Requirement: None
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Acting unit must have an Attachment equipped. Attachments cannot be passed to a unit on a wall by a unit outside the wall, or to any other location such as mountains which the unit could not normally move if it were holding the attachment. There is no chance of failing this action.
Description: Transfers control of an Attachment to another unit, which automatically equips it.

Pillage
TP Cost: 10
Skill Requirement: N/A
Unit Requirement: N/A
Relevant Stats: War
Restrictions: The acting unit must be on a Building or Village tile.
Description: The acting unit pillages and loots the tile, obtaining some gold and food. There may be negative consequences to behaving in such a manner...

Remove Chains
TP Cost: 15
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Both the acting unit and target unit(s) must be under the Chained status effect.
Description: Removes the ‘Chained’ status effect from the acting unit. If the target unit was the only unit chained to the acting unit, then the target unit also loses the Chained status effect.

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.

Siegeworks
TP Cost: 20 (10 with Siegecraft)
Skill Requirement: None
Unit Requirement: None
Relevant Stats: Int
Restrictions: The acting unit must be on a wall tile and adjacent to the target unit. The target unit cannot also be on a wall or gate tile.
Description: Using nasties and missiles of any kind, the acting unit attacks any enemy units trying to assault their walls. There is no chance of failing this action.


The following Commands are not available to every unit. In addition to costing TP, each Command has other requirements that must be met to use. Arbalests are considered to be Archer units for requirement purposes, while Horse Archers are both Archer and Cavalry type.

Ambush
TP Cost: 20
Skill Requirement: None
Unit Requirement: Unit size must be below or equal to 50. If the acting unit has the Ambush skill, the unit size restriction is increased to 100, and 150 with Ambush(e).
Relevant Stats: Lead, Int
Restrictions: An enemy unit must not be adjacent to the acting unit when it goes into Ambush. Naval units may not lay ambushes. Any actions taken by a unit in Ambush other than attempted Elude Movement will break its Ambush status.
Description: The acting unit will attempt to go into “Ambush” in the tile where it initiates its action – meaning that it will “disappear” from the sight of enemy units. If an enemy unit and the acting unit (in Ambush mode) become adjacent to each other via one's movement in a position which a melee attack is possible, then the Ambush attack will be triggered – potentially leading to heavy damage to the enemy unit with little counter-attack against the ambushing unit, and also ending the target's movement and turn (if applicable). Once the Ambush has either succeeded or been detected, the acting unit is revealed to everyone. There is also a greater chance of an ad-hoc duel with the enemy commander during an ambush. The Riot and/or Slow status effects may be inflicted on the target.

Once a unit goes into Ambush mode, it cannot move from that spot or take any other action without revealing itself, except attemped Elude Movement. Furthermore, enemy units may be able to detect an ambush through the use of the Probe Movement. An enemy unit also has a chance of detecting ambushes through normal movement, having a chance of detecting ambushing units that are within two tiles of it. An ambush is also revealed if the tile containing the ambushing unit is set on fire or other such indirect damage is caused.

Note: Units may also be deployed from their home city in Ambush mode if properly noted to the Administrators when submitting the battle post. This will mean the usual notifications of new units taking the field in the Headquarters will not be posted, as they are moving out of the city silently. There is no mechanical advantage to this method other than the possibility to place the unit on the field without notification to others- the unit must still succeed in all the same rolls as it would going into ambush at a later time and will still be announced as usual if it fails.

Arrowstorm
TP Cost: 40
Skill Requirement: Arrowstorm
Unit Requirement: Archer-type units.
Relevant Stats: N/A
Restrictions: The target unit must be within the acting unit’s normal ranged attack range.
Description: A more powerful ranged attack that may inflict the Dispirited status effect. Can be used in naval combat. If the Arrowstorm fails, a normal ranged attack will be made instead.

Assault
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats:
Description: A strategically planned attack designed to push an enemy in the open ahead as your army follows into the space they previously occupied. Can be used in naval combat. If the Assault fails, a normal attack will still ensue.

Blitz
TP Cost: 40
Skill Requirement: Blitz
Unit Requirement: Cavalry-type only
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit(s). The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: The acting unit attempts to attack every adjacent unit at slightly reduced Attack strength. There is also a greater chance of an ad-hoc duel with the enemy commander(s). Blitz will also target any allied units in melee range unless the attacker has Blitz (e).

Chain
TP Cost: 35
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: Targeted naval units must be adjacent to each other.
Description: The targeted naval units are chained together, bestowing the Chained status effect on all units. Allied units will be chained automatically, whereas enemy units may resist.

Change Formation
TP Cost: 5
Skill requirement: Formation
Unit Requirement: None
Relevant Stats: N/A
Restrictions: None
Description: Changes the unit's formation. Please see the Formation skill in the Skills chapter for more details. There is no chance of failing this action.

Charge
TP Cost: 30
Skill Requirement: Charge
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit. The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: A more powerful melee attack, made at +10 Attack, but incurring a -10 Defense (-5 with Charge(e)) penalty. There is also a greater chance of an ad-hoc duel with the enemy commander. If Charge fails, a normal melee attack will be made instead.

Construct Barricade
TP Cost: 20
Gold Cost: 100 (50 with Architect)
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Barricades cannot be placed on water or mountain tiles, or on any tile which already contains a building, village, forest, wall, or gate (including a broken city wall or gate). There must be a minimum of 3 empty tiles in a direct line between city walls and any constructed barricades or the citizens may complain...
Description: The unit constructs a barricade of wooden walls which blocks all movement into the tile. Once constructed, the barricade can only be removed by destroying it. A barricade is constructed with 50HP and damage to it cannot be repaired. A wooden gate may also be constructed with this action, if there is an appropriately placed wooden barricade on both sides.

Construct Bridge
TP Cost: 30
Gold Cost: 100 (50 with Architect)
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The Acting unit must be adjacent to a River tile. The Acting unit must be located on a land tile, or on a Bridge tile.
Description: The Acting unit will construct a bridge section on an adjacent River tile. There is no chance of failing this action.

Construct Camp
TP Cost: 25
Gold Cost: 200
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions:
Description: The acting unit constructs a Camp in its own or an adjacent tile. The Camp will provide a greater Fortified bonus to the unit occupying it. There is no chance of failing this action.

Construct Road
TP Cost: 15
Gold Cost: 200
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The Acting unit must be on or adjacent to the tiles it wishes to construct road upon. The tiles must be Grassland or Steppe without any obstacles such as forest or wall.
Description: The Acting unit will turn up to three tiles of clear terrain into Road. There is no chance of failing this action.

Destroy Bridge
TP Cost: 20
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Acting unit must be adjacent to the target bridge tile. Bridge tile must be unoccupied.
Description: If successful, this action will destroy the target bridge tile.

Fire Ambush
TP Cost: 35
Skill Requirement: Arson
Unit Requirement: Same as Ambush
Relevant Stats: Lead, Int
Restrictions: Same as Ambush
Description: Performs the same action as Ambush, but has an additional chance of setting the target unit’s tile on fire, dealing greater damage. (See Fire Attack for more details regarding fires.)

Fire Attack
TP Cost: 20
Skill Requirement: Arson
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: Target tile must be adjacent to the acting unit.
Description: Targeting an adjacent tile, the acting unit attempts to set it aflame. Tiles which are set alight cause damage to any units standing in the tile. Flames can spread dependent on the weather. If a unit is set aflame for whatever reason, there is a chance that an attachment or some supplies being carried will be destroyed. (Refer to the Ram attack for more information on what occurs when ships are sunk while the unit is on a water tile)

Fire Raid
TP Cost: 45
Skill Requirement: Arson, Raid
Unit Requirement: None
Relevant Stats: Lead, War, Cha
Restrictions: Same as Raid
Description: Same as Raid, but with a chance of setting the target unit’s tile on fire. (See Fire Attack for more details regarding fires.)

Flood
TP Cost: 40
Skill Requirement: Terrain
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The Acting unit must be adjacent to a water tile.
Description: Using the forces of nature (leveraged with a little human help), this action attempts to unleash a flood on a chosen tile within three tiles of the acting unit which is also on or adjacent to the same body of water. All tiles adjacent to the targetted tile will also be hit by the flood, possibly causing great damage to any armies or fortifications in the area.

Fusillade
TP Cost: 30
Skill Requirement: Fusillade
Unit Requirement: Archer-type
Relevant Stats: N/A
Restrictions: Units may not gain more MP from Fusillade than they normally would have. The ranged attack must be made on a visible enemy unit, it cannot be targeted at nothing.
Description: A normal ranged attack, but the acting unit is granted up to 2 MP (4 MP with Fusillade(e)) which it may use as part of the attack action, either before or after. If Fusillade fails, a normal ranged attack will be made when possible but no secondary movement will occur.

Inspire
TP Cost: 25
Skill Requirement: Inspire
Unit Requirement: None
Relevant Stats: N/A
Description: The acting unit is effected by the Inspire status, receiving +5 Defense while the effect lasts. Activating Inspire does not count against the unit's actions for the turn (it may still move and take any other desired actions).

Harass
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats: N/A
Restrictions: The target unit must be in melee attack range.
Description: The acting unit will attack in smaller, unpredictable bursts which cause the enemy to expend extra effort in repelling the attacks, reducing the target unit's TP. If the action fails, a normal attack will still ensue. Can be used in naval combat.

Lure
TP Cost: 40
Skill Requirement: Wile
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be in melee range. A unit on a Headquarters or Supply Depot/Main Camp may not be targetted.
Description: The acting unit attacks the enemy with a probing action which causes less damage than a normal attack, egging on the enemy to pursue it. If the lure succeeds, the acting unit may move immediately using any remaining MP, with the enemy unit following its path (as far as its MP permits). If Lure fails, a normal melee attack will be made instead with no movement. Can be used in naval combat.

Missile
TP Cost: 30
Skill Requirement: Missile
Unit Requirement: Archers (not Horse Archers)
Relevant Stats: N/A
Restrictions: The target unit must be within the acting unit’s ranged attack range
Description: A more powerful ranged attack that potentially sets the target tile on fire. (See Fire Attack for more details regarding fires.) Can be used in naval combat. If Missile fails, a normal ranged attack will be made instead.

Raid
TP Cost: 35
Skill Requirement: Raid
Unit Requirement: None
Relevant Stats: Lead, War, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 4 tiles and does not go through mountains, closed gates, or walls (if the acting army owns the walls of the fortification they may path as if there is no wall). The acting unit cannot be on a wall. When targetting a unit on a city wall there must be a path to it from the inside of the city; they are considered behind the wall to raiders outside the city walls.
Description: The acting unit’s commander daringly leads an elite group of soldiers to attack the target unit’s camp in an attempt to cause mass disarray and confusion. Besides inflicting some damage, there is the potential of many different things, such as inflicting the Riot status effect on the target unit, injuring the enemy commander, engaging in an ad-hoc duel, or stealing supplies. The Valor, Stealth, and Loyalty skills will increase the odds of success.

Rake
TP Cost: 20
Skill Requirement: Strategics
Unit Requirement: Infantry-type
Relevant Stats:
Restrictions:
Description: A tactical attack with which you may force an enemy to abandon its position and slide into an adjacent tile instead. A normal melee attack will be made whether or not the movement is forced. Can be used in naval combat.

Ram
TP Cost: 25
Skill Requirement: Navy
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be adjacent to the target unit. Both units must be on water tiles.
Description: Aiming to take out the enemy’s ships, the acting unit attempts to ram the target unit. If successful, it will deal extra damage and can potentially push back the enemy unit (if the space behind the target unit is empty, and is a water tile) or even sink the ship. Sinking the ship only destroys any special river ships such as Arrowships, Skirmishers and Warships- the target unit will revert back to using Rafts if the ship is sunk.

Repair
TP Cost: 30
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Acting unit must be adjacent to the Gate/Wall tile being targeted.
Description: At the cost of 100 Gold, this unit will repair 20 HP's worth of damage to the Gate or Wall tile being targeted. There is no chance of failing this action.

Rockslide
TP Cost: 40
Skill Requirement: Terrain
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The Acting unit must be located on a mountain or hill tile, with any target units lying on an adjacent tile with lower elevation. May not be used against units on walls, although the wall itself may be damaged.
Description: Using the forces of nature (leveraged with a little human help), this action attempts to greatly damage all adjacent units (lying on a lower elevation), with an additional chance of inflicting the Slowed status effect.

Rush
TP Cost: 30
Skill Requirement: Vehemence
Unit Requirement: Infantry-type
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit. The acting unit or the target unit cannot be on a wall if the other is not. Not available in naval combat.
Description: The acting unit suddenly rushes forward aggressively, striking broadly and savagely at its enemies. The results of such an attack are less predictable than a normal attack, and there is a greater chance of inflicting injury upon the enemy commander.

Simultaneous Attack
TP Cost: 25
Skill Requirement: Aid
Unit Requirement: None
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of the target unit when initiating this attack. May not be used via ladders. Can be used in naval combat.
Description: With another allied unit also in melee range of the target unit, the acting unit launches a simultaneous attack on the target unit, dealing greater damage through synergy. Furthermore, there is also an increased chance of capture of enemy commanders defeated in battle. There is also a chance that the target will be inflicted with the Riot status effect. Note: Once a unit participates in a Simultaneous Attack, they have also used up their turn. Obviously, units that have already used their turn for the round cannot participate in the Simultaneous Attack. There is no chance of failing this action.

Trample
TP Cost: 40
Skill Requirement: Trample
Unit Requirement: Mounted-type
Relevant Stats: N/A
Restrictions: The acting unit must be in melee range of target unit. The target unit cannot be on a wall. Not available in naval combat.
Description: An extremely powerful melee attack, overwhelming in its sight. The attack is made with +15 Attack Power (+20 with Trample(e)), although Defense is reduced by -15. There is also chance of inflicting the Dispirited status effect on the target. If Trample fails, a normal melee attack will be made instead.

Tunnel
TP Cost: 35
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: Lead, Int
Restrictions: The acting unit must be within 3 tiles of the wall or gate being targetted.
Description: The acting unit attempts to undermine a wall, barricade, outpost, or gate with tunnels, potentially causing significant damage to the fortification in that tile.

Volley
TP Cost: 40
Skill Requirement: Volley
Unit Requirement: Archer-type
Relevant Stats: N/A
Restrictions: The target tile must be within the acting unit’s ranged attack range. Can be used in naval combat.
Description: The acting unit attempts to attack the target tile and all adjacent tiles at 80% of the normal damage.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Aureal
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:18

[8.6 Ploys and Advisors]
Aside from attacks that directly damage the enemy, there are also ploys. Ploys are actions that might not directly damage the enemy, but will certainly contribute to a war. Ploys cost Tactical Points (TP) to use, and can be used by any officer taking part in the battle who has the appropriate skills. Unless otherwise noted in the ploy description, using a ploy takes up the unit's action for the turn. All Ploys have a chance of failure, but if a unit uses a Ploy on an enemy and the ploy fails, the acting unit has the option to also perform a normal melee or ranged attack on the same unit (if applicable). (Only if it fails, the unit is already in the appropriate attack range, and this option is specified in the tactics. Advisors cannot opt to use a normal melee or ranged attack if their ploy fails. Only unit commanders can use that option.)

An Advisor is a special position within an army that influences the battle in subtle ways. Advisors can only use Ploys in battle. When putting your army together, if the Commandant of your city is taking the field, you may nominate an officer to join that unit as its Advisor. Advisors with the Tactician skill may share the use of some of their skills with the Commandant, and serve as the organizer of a Campaign. Advisors are able to take their own action in battle, taking their turn on their own calculated initiative.

All Ploys have a cost associated with them, this is the cost in Tactics Points. For each unit TP is equal to its Commander's (Lead+War+Int)*(0.5). Tactical Points are used to execute special manuevers and ploys, which are the heart of advanced strategies and battles. Each unit will regain TP at the end of each month.


Ploys
Aid
TP Cost: 20
Skill Requirement: Aid
Relevant Stats: Int
Restrictions: The acting unit must have a path to the target which is no longer than 2 tiles and does not go through mountains, closed gates, or walls. Aid can only be used on allied units and can only be used to remove negative status effects.
Description: If successful, the targeted unit will immediately receive an additional status shake-off amount based upon the acting unit's stats.

Dispirit
TP Cost: 30
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Dispirited status effect.

Divination
TP Cost: 20
Skill Requirement: Mystic
Relevant Stats: Int
Restrictions: This ploy can only be used to predict the weather of future turns, not the one currently in progress.
Description: Using arcane mystic rituals, the officer attempts to divine some of the weather patterns for the region. This does not consume the unit's action for the turn, but it does consume TP. Note that the given weather information is only correct as of the start of the turn. It may still change due to factors such as a unit using the Weather Ploy. Specify that you wish to use this ploy in your tactics and by the next Civil Phase results will be returned to you for the next month and any successfully rolled future turns.

False Letter
TP Cost: 35
Skill Requirement: Rumour, Wile
Relevant Stats: Int, Pol
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: Sends false orders to the target unit. If successful, then the target unit will retreat towards its home base until the status ends.

Haste
TP Cost: 35
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: Can only be used on the acting unit.
Description: Using arcane mystic rituals, the officer is able to enhance their own unit’s movements, granting 50% more MP while the effect lasts.

Illusion
TP Cost: 40
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: Target must be the acting unit or adjacent to it.
Description: Using arcane mystic rituals, the officer creates phantom soldiers, providing a +10 Defense boost while the status effect lasts.

Open Gates
TP Cost: 75
Gold Cost: 500
Relevant Stats: Int, Cha
Requirement: The kingdom has successfully used the “Recruit Agents” KT ploy in the last year. The unit attempting this must have the Tactician skill and be within four tiles of the city gates.
Description: There is a chance that the agents that you have recruited will be able to seize the nearby gate by subterfuge, leaving it open for your army. This ploy can only be used once for each instance of the "Recruit Agents" KT Ploy being successfully performed.

Riot
TP Cost: 40
Skill Requirement: Riot
Relevant Stats: Int, Pol, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Riot status effect upon the target.

Slow
TP Cost: 15
Skill Requirement: None
Relevant Stats: Int
Restrictions: The acting unit must have a path to the target which is no longer than 4 tiles and does not go through mountains, closed gates, or walls.
Description: Attempts to inflict the Slow status upon the target unit.

Taunt
TP Cost: 35
Skill Requirement: Vehemence
Relevant Stats: War, Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls.
Description: The acting officer taunts the enemy in an attempt to inflict the Furious status effect upon it.

Treat Wounded
TP Cost: 35
Skill Requirement: Medic
Relevant Stats: Int, Cha
Restrictions: The Acting unit must be adjacent the target allied unit, or the Acting unit must be targeting itself.
Description: Treating the wounded, the unit is able to restore some of its casualties to fighting condition. If the commander of the unit being treated has been wounded, some of the injury will be healed as well.

Trick
TP Cost: 40
Skill Requirement: Wile
Relevant Stats: Int, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 3 tiles and does not go through mountains, closed gates, or walls. The target unit must be adjacent to another enemy unit, which needs not follow the same targeting restrictions.
Description: Using guileful tricks, the officer sows discord among the two enemy units, attempting to cause them to attack each other.

Weather
TP Cost: 50
Skill Requirement: Mystic
Relevant Stats: Int, Cha
Restrictions: N/A
Description: Using the most arcane mystic rituals, the officer will attempt to change the weather patterns in the region, causing an unnatural shift in weather starting the following turn. Such attempts may only be partly successful if attempting more drastic shifts in the weather.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:18

[8.7 Campaigns and Formations]
Campaigns and Formations are aspects of combat that change certain statistics which are usually more static, granting certain bonuses at the expense of suffering certain penalties. Formations can only be used by an officer with the Formation skill, affecting its own unit only. Campaigns are a broader-based method of customizing an entire city's mobilization.

Campaigns
To use a Campaign, an officer with the Tactician skill must be present in the city or town and mobilize with an army, either as an advisor as as a unit commander. For the entire season, starting with the turn the Tactician mobilizes, all army units mobilizing from this location must use the campaign selected at the time. A new campaign for the location's armies may not be chosen until a full season has elapsed since the Tactician mobilized, even if another officer with Tactician sets forth (with the exception that mobilizing with a Standard campaign does not restrict further use of campaigns). The Campaign type must be set in the unit's initial tactics and may not be altered for the duration of the unit's time on the field.

Standard Campaign: This is the default Campaign. It offers no bonuses or penalties. If the tactics neglects to mention a Campaign Type, it is assumed that they are using a Standard Campaign.

Aggressive Campaign: This Campaign emphasizes decisive attacks. The army gains Attack Power, but loses Defense and is more easily affected by enemy ploys.

Defensive Campaign: This Campaign is very cautious. The unit has an improved chance of evading enemy ploys, but loses Attack Power.

Endurance Campaign: This campaign focuses on keeping up the stamina of the army for the long haul. Food consumption increases by 10% and MP decreases by 2, but TP regeneration will increase by 10 and morale will be more likely to remain constant or increase.

Starvation Campaign: This campaign minimizes the use of food by the army, consuming 10% less food but increasing the likeliness of morale loss and failure to perform Commands.

Stealth Campaign: This campaign increases the stealthiness of the army, increasing the success of using Elude Movement, Ambush and Raid, but reducing the unit's MP by 1.

Strategic Campaign: This campaign focuses on use of ploys and trickery rather than outright combat, giving a bonus to success of Ploys but reducing the success rate of Commands and slightly decreasing Attack.


The exact numbers of the various bonuses and penalties involved in a Campaign are known only to Game Masters and Administrators.

Formations
Formations are special effects that units can adopt during battle to boost certain aspects of their unit, often at the expense of another. In a way, they are similar to Campaigns, except that they apply only to the single, specific unit. For example, a formation might boost a unit’s attack at the expense of its defence. The Change Formation Command can be used in battle in to change the Formation of your unit. Your unit’s formation will last until the end of the battle, or until you change it during battle using the Change Formation Command.

Formation cannot be used by units carrying Attachments of any kind. If a unit that is not carrying any Attachments and is using a non-standard Formation suddenly equips an Attachment (either from picking it up on the field of battle or through the Build Field Ladder/Ram Commands), the unit's Formation is immediately changed back to the default (i.e., normal or non-special). A unit may start battle in a particular formation if specified in their tactics, if they possess the Formation skill.

The different Formations are:

Anvil (+5 ATK and -5 DEF)
Arrow (-5 ATK, -5 DEF, and +5 Ranged Attack)
Block (-5 ATK and +5 DEF)
Column (-5 ATK, -5 DEF, -5 Ranged Attack, and +3 MP)
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:18

[8.8 Status Effects]
A Status Effect is a variable that may cause your unit to fight more or less effectively. Status Effects are not natural, and must be caused in some manner. Links can be found in various skill, ploy, and attack descriptions that lead to this section. Here you will find what those effects mean.

Status effects are applied on a numerical scale, or Effect Rating. Any Effect Rating of below 50 has no effect and is not kept track of- the rating must reach 50 or greater for the unit to be affected by it. Many status effects acquire an additional effect if the Effect Rating is at least 100, however this is of course harder to achieve and will endure for less time. A status effect's Effect Rating will be lowered by an amount dependent on the unit's stats at the end of the affected unit's turn, and any time the Aid action is used on the unit. Once a particular status effect has been placed upon a unit, the Effect Rating cannot be added to until the status effect wears off by dropping below 50. However, they can be under the effect of multiple status effects.

Chained
Possible Sources: Chain (Command)
Description: By chaining together allied ships, the units on those ships are able to fight as if they are on land, with the various special attacks of Infantry and Cavalry not normally available in naval combat now able to be used. Furthermore, allied generals who are chained together will only suffer partially from the penalties of not having Navy (Skill). However, the cost is that the chained ships must move as one unit (getting only one movement for the turn, at the lowest initiative and MP value of the group), and has a higher susceptibility to fires. This status effect can be removed by the Remove Chains (Command). If a unit is chained to an enemy unit, the both of them still enjoy the above benefits, but cannot move from their current position until this status has been dispelled. Unlike other status effects, this effect does not wear off naturally but must be removed with the Remove Chains command or by exiting the water.

Dispirited
Possible Sources: Dispirit (Ploy), Arrowstorm (Command), Raid (Command), Trample (Command)
Description: The fighting spirit of this unit has been drained, blunting its ability to fight. The unit will act at significantly lowered Initiative, and if the Effect Rating is at least 100 its Attack values will be lowered as well.

Fortified
Possible Sources: Military Engineer, Camp
Description: This unit has fortified its position against attacks. It is significantly less likely to be forced from its position by the enemy's maneuvers. It also will receive a +5 bonus to Defense while defending against attack (+10 if in a Camp).

Illusion
Possible Sources: Illusion (Ploy)
Description: Protected by a illusion conjured by a mystic’s rituals, the unit enjoys increased Defense.

Inspired
Possible Sources: Inspire (Command)
Description: The soldiers' fighting spirit has been roused, inspiring them to form a better front against the enemy. The unit receives a +5 bonus to Defense.

Retreat!
Possible Sources: False Letter
Description: The unit has been led to believe that it has been ordered to retreat. The unit will ignore any orders and continue to head towards its home base, finally retreating into its home base unless the status is dispelled. An allied unit can use Aid (ploy) to remove the status effect.

Riot
Possible Sources: Riot (Ploy), Ambush (Command)
Description: The affected unit is in chaos and cannot use any Commands. If the Effect Rating is at least 100, some troops will desert as well (on the affected unit's turn).

Slow
Possible Sources: Slow (Ploy), Ambush (Command), Rockslide (Command)
Description: The affected unit's MP value is significantly reduced. If the Effect Rating is at least 100, the unit will lose all MP entirely.

Furious
Possible Sources: Taunt (Ploy)
Description: While under the Furious effect, the unit will suffer from a small Defense penalty and will use its turn to move towards the nearest enemy and attack it in normal melee. If the Effect Rating is at least 100, the unit will have a chance of accepting any duel challenges while Taunted regardless of its orders.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Re: V6 Battle Rules Draft

Postby Aureal » 11 Oct 2012, 12:19

[8.9 Appendix]

Battle Tactics

Now that you know how battles work, you are ready to write tactics for your armies. Tactic-writing can be as easy or as onerous as you wish it to be, or you can simply delegate it to one of your officers.

IMPORTANT NOTE: All players have the right to do their own battle tactics. If you wish, you may send a PM to the GM running the battle with the actions you wish for your officer to take in the course of the battle. Your individual tactics will always over-ride any tactics submitted by your ruler. What happens after the battle is another matter, however.


When running a battle, there are several basic assumptions that the Game Master will make. Unless you note otherwise in your tactics, the following orders will be applied when relevant:

:arrow: Units will not move into or through fire. Units in a fire will move to the nearest tile not on fire from which their orders can still be carried out.
:arrow: Units will take the most efficient path towards their goal.
:arrow: Units will not use attacks that would harm an allied unit.
:arrow: Units will use the equivalent normal attack if an attack Command is ordered but the officer lacks the TP for it.
:arrow: Units will decline all duels by default- tactics must specify which duels they will accept.


This is the recommended format for tactics. It minimises any possible errors or omissions, and sequences things neatly for battle runners to read more efficiently.

Officer Name
Duels: Give conditions under which the officer would accept duels
Notes: Any non-standard orders such as delaying initiative should go here
Movement: Explain where the officer is trying to go
Attack: Describe the conditions under which the officer will attack, and list the methods she will use in an ordered list like so:
1)
2)
3)


When writing orders, it is often best to write in more general terms than specific ones. Being specific and detailed in your tactics can provide you with advantages when done carefully with a plan in mind, but requires a lot of effort and can easily go wrong. The more specific you make your orders, the more likely there is to be a conflict that makes your orders unusable. In addition, broadly written orders can be re-used for many turns, so it is highly suggested that you write your orders in an open-ended fashion so that you do not risk missing a tactics deadline with no relevant orders in, as the battle runners will simply continue to use the most recently submitted set of tactics.


Some players have put together a thread for discussing Battle Tactics in the Kingdom Tavern. Battle Tactics Evaluation and Tutorial Thread. Below is a completely filled out example of Sample Tactics:

Example Sample Tactics wrote:Zan Zhikun
Duels: Accept only if challenger's War is below 60
Movement: Advance as quickly as possible towards Dong Jun and ram the gate.
Attack: Attack when possible while moving towards the city, using the following methods:
1) Rockslide
2) Riot
3) Slow
4) Melee attack

Huangfu Chu
Duels: Accept all
Movement: Advance towards Dong Jun, screening Zan Zhikun's unit from enemy interference.
Attack: Attack any Yuan Shao units encountered using the following methods in order of priority:
1) Blitz on 2+ enemies
2) Charge
3) Melee attack

Vail An
Duels: Accept if challenger's War is 90 or less
Movement: Advance towards Dong Jun, screening Zan Zhikun's unit from enemy interference.
Attack: Attack when possible while moving towards the city, using the following methods:
0) Inspire if an enemy is in range to move+attack Vail An.
1) Volley if multiple targets can be hit without allied damage
2) Arrowstorm
3) Ranged attack

Zhong Jun
Duels: Accept only from 55 War or lower.
Movement: Transport goods to Bei Hai, avoiding enemy units.


Force Posts
When composing your army for an attack or defense, you will need to make a Force Post. The maximum number of troops your unit may contain is 100, plus any bonus from your Rank and/or the Leader skill. There is no minimum unit size. The number of army units you may have on the battlefield at a time is limited by the ruler's rank.

Attackers must send their Force Post to Xiahou Mao and the Forum Administration accounts via Private Message. In it they must list:
  • All officers participating in the invasion and what city they come from.
  • The units that will be attacking, and who is leading them.
  • The amount of food and gold being taken into battle.
  • Any Attachments that will be equipped.
  • Whether or not you will have an Advisor, and who it will be. Any skills shared with the by an Advisor (with Tactician) must be listed in the Commandant's statline as if they were his own. (The Advisor does not lose the skills, although the Commandant gains them.)

Please note that the format for these posts has changed from previous games. BE SURE to type them according to this format, including the order of the lines. The formatting calc can be found [url]here.[/url] (eventually)

Here is an example post of the proper format:

Name: Huangfu Chu
Stats: 95-99-75-36-62
Items: 5-8-0-0-0 {Level 5 Weapon (War +5), Steel Helm (War +3), Warhorse (Lead +5)}
Skills: Blitz (e), Charge (e), Cunning, Duelist, Leader, Navy, Reversal, Valor (e), Weaponmaster
Rank: Military Officer Grade 3 (Unit Limit +30, +30 TP)
Unit: 150(100) Heavy Infantry
Food: 4000
Gold: 800
Attachment: None
Morale: 6
TP:
Status:
=
Name: Zan Zhikun
Stats: 99-80-92-48-65
Items: 9-2-10-0-5 {Warhorse (Lead +5), Manual (Lead +3), Helm (Lead +1; War +2; Cha +1), Book (Int +5), Treatise (Int +3), Jewel (Int +1; Cha +2), Jewel (Int +1; Cha +2)}
Skills: Aid, Reversal, Formation, Military Engineer, Siegecraft(e), Terrain, Riot, Rumor, Scout, Spy
Rank: Military Officer Grade 4 (Unit Limit +40, +40 TP)
Unit: 140(100) Infantry
Food: 6000
Gold: 0
Attachment: Siege Ram
Morale: 6
TP:
Status:
Formation: Anvil
Campaign: Stealth
=
Name: Vail An
Stats: 96-86-70-50-54
Items: 2-3-3-0-0 {Astrological Observations (Int +3), Purebred (Lead +2), Steel Helm (War +3)}
Skills: Arrowstorm, Counter (e), Inspire, Invent, Volley, Military Engineer, Navy, Reversal, Valor, Vehemence, Weaponmaster
Rank: Military Officer Grade 3 (Unit Limit +30, +30 TP)
Unit: 130(100) Archers
Food: 3000
Gold: 0
Attachment: Siege Tower, Arrowship
Morale: 6
TP:
Status:
Injury: 10
Campaign: Stealth
=
Name: Zhong Jun
Stats: 56-54-43-33-51
Items: 0-0-0-0-0 {}
Skills: Duelist
Rank:
Unit: 50(0) Transport
Food: 30000
Gold: 1000
Attachment:
Morale: 3
TP:
Status:
Goods: 2 Siege Rams, 150 Arbalests, 500 Heavy Arms
=


Most of this information is self-explanatory, but some notes:

Name: The officer's name
Stats: These should be your base stats without any bonuses (such as from items) or penalties (such as from injuries).
Items: List the total bonuses of all items as well as any miscellaneous bonuses to stats such as from rank in the hyphenated numbers formatted the same as the stats line above, and give the full names of the items on the same line afterward within {} braces, separated by commas.
Skills: The officer's skills, separated by commas.
Rank: The officer's rank. Ensure that ranks which grant a TP bonus are listed properly in the format "+<number> TP" or the bonus will not be counted.
Unit: The number of troops in the unit, followed by the training level of the troops in parentheses, with the unit type such as Archers or Cavalry afterward.
Food: The amount of food being carried by the unit.
Gold: The amount of gold being carried by the unit.
Attachment: List any attachments and/or ships being carried by the unit here. If the unit is carrying both an attachment and a ship, list the attachment first, with a comma separating the ship.
Morale: The unit's morale. This will be the city's morale, modified by any other factors such as rank bonuses.
TP: Leave this line blank, it is automatically calculated by the battle tool.
Status: Leave this line blank.
Injury: The amount of any injury the officer has when taking the field. This line should be omitted if the officer is not injured.
Goods: The miscellaneous goods such as armaments which a Transport unit is transporting. This line should be omitted if the unit does not have any miscellaneous goods.
Formation: The formation in which the officer is taking the field. This line should be omitted if the officer is using the standard formation.
Campaign: The campaign the officer will be using in the field. This line should be omitted if the officer is using the standard campaign.
= Put an equals sign on a new line after each officer section.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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Re: V6 Battle Rules Draft

Postby Calistoknight » 11 Oct 2012, 15:01

Questions:
What exactly constitutes as under siege? (Enemies inside, next to, on their way to, within 3 tiles of.. etc) So situationally if there is an enemy inside the walls, I can't deploy any more defense units even if I have enough troops/officers/supplies to do so?

Does the HQ garrison mentioned actually do anything in terms of defense, reinforcement.. etc? (Mentioned under starting location)

I didn't see it mentioned exactly HOW a unit is resupplied. It says a unit may be resupplied from from other units or the city HQ, but does the unit need to be adjacent to another to transfer supplies, do they just teleport there sort of like previous versions, etc, etc.

Construct Barricade
TP Cost: 20
Gold Cost: 100 (50 with Architect)
Skill Requirement: Military Engineer
Unit Requirement: None
Relevant Stats: N/A
Restrictions: Barricades cannot be placed on water or mountain tiles, or on any tile which already contains a building, village, heavy forest, or wall. Barricades must be located no less than four tiles away from city walls or the citizens may complain...
Description: The unit constructs a barricade of wooden walls which blocks all movement into the tile. Once constructed, the barricade can only be removed by destroying it. A barricade is constructed with 50HP and damage to it cannot be repaired.


I would suggest changing the wording to "more than 3" rather than using a double negative like "no less" to clarify the statement and increase readbility. I just find no less to be the less than optimal phrasing for the sentence.




Other than that good job, I like the change in Navy and with the map makes naval battles more likely to happen!
Last edited by Calistoknight on 11 Oct 2012, 20:41, edited 1 time in total.
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Re: V6 Battle Rules Draft

Postby Brother Dun » 11 Oct 2012, 17:04

Well, no less than 4 means you can build it 4 squares away from the city. More than 4 means 5+ squares away from the city. :P
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Re: V6 Battle Rules Draft

Postby Xeniphon » 11 Oct 2012, 18:04

In section 8.2 (Flow of Battle) it says that commands may be used before or after movement while section 8.5 states that actions end a turn. Might want to fix that to avoid confusion. :P

It also says earlier in the rules that TP is recovered at the end of the turn but in the ploys section it says at the end of the season. That may need to be adjusted for clarity as well.
Oh well, back to the drawing board...

V6 Character: Now Undecided
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Re: V6 Battle Rules Draft

Postby Calistoknight » 11 Oct 2012, 20:43

Brother Dun wrote:Well, no less than 4 means you can build it 4 squares away from the city. More than 4 means 5+ squares away from the city. :P


There you go, see I got tripped up on the wording.
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Re: V6 Battle Rules Draft

Postby Aureal » 12 Oct 2012, 00:21

Calistoknight wrote:Questions:
What exactly constitutes as under siege? (Enemies inside, next to, on their way to, within 3 tiles of.. etc) So situationally if there is an enemy inside the walls, I can't deploy any more defense units even if I have enough troops/officers/supplies to do so?


Aureal wrote:2. Ensure that the location where the army will deploy from is not under siege. A city may not deploy new units onto the field if there are any hostile units on or within the walls or gates. A town may not deploy new units if there is an enemy unit adjacent to the Headquarters tile.


Does the HQ garrison mentioned actually do anything in terms of defense, reinforcement.. etc? (Mentioned under starting location)


Added a new section on the subject there.

I didn't see it mentioned exactly HOW a unit is resupplied. It says a unit may be resupplied from from other units or the city HQ, but does the unit need to be adjacent to another to transfer supplies, do they just teleport there sort of like previous versions, etc, etc.


Resupply action added.

I just find no less to be the less than optimal phrasing for the sentence.

Wording revised.

Xeniphon wrote:In section 8.2 (Flow of Battle) it says that commands may be used before or after movement while section 8.5 states that actions end a turn. Might want to fix that to avoid confusion. :P

It also says earlier in the rules that TP is recovered at the end of the turn but in the ploys section it says at the end of the season. That may need to be adjusted for clarity as well.


Both fixed. Amended Fusillade as well due to that thought process.
Zan Zhikun (38) 108*-85*-102*-48-70* Breeder(e); Jeer; Logistics; Military Engineer; Navy; Reversal; Rumor; Scout; Siegecraft(e); Spy; Terrain; Trap; Wall
Also playing: Kan Ze, Ma Zhong, Sima Shi, and maybe other people you don't know. :P
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