Land Battles System

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Land Battles System

Post by Doyler on Wed Jul 14, 2010 9:43 am

Greeting and salutations old cookies, here I present a short rundown of my simple battle scheme that most people semed to like.


How succesful each turn is gets determined by a dice roll. For example we say Tium attacks rebels. If he rolls a 90 on ambush phase, he will take little casualties. if he rolls 4, a lot of casualties. If the battle is between 2 players then it can be decided for whom the dice gets rolled. Also some rules can be applicable, for example if you roll a 100 then you get a crackshot and kill the enemy general, and if you get a 1 then your own general pops his clogs. This whole dice business is really to the battle maker's preference.

Now the phases. Each phase is dependent on a specific type of units.

[Ambush Phase] This phase is where the defender gets the drop on the attacker. the effect is mainly determined by defender's quantity and quality of missile units such as xbowmen and archers, alternatively light cavalry. If it's missile troops, the ambusher takes minimal casualties unless he rolls a really bad dice. Those of us who play m2tw can also apply the comon stuff like crossbowmen do most damage to heavy armor and bowmen do most damage to light armor. units without shields take extra damage - pikemen/halbers, zweihanders, light cav, archers/xbows


Attacker important units:
none

Defender important units:
Missiles
Light cavalry



[Retailation Phase] The attacker strikes back at the ambusher/defender. This is ambush the other way around, meaning the attacker gets minimal casualties. However it's not as effective because the enemy is ready for the counterstrike. Missile/light cav here. Note that if the attacker gets a bad roll, his cavalry might come across some laid stakes and take extra casualties during this phase.


Attacker important units:
Missiles
Light cavalry

Defender important units:
Missiles that can plant stakes


[Clash Phase] This is the most important phase, where armies charge at eachother if in open field/the attacker storms the defender fortress. I noticed a strange lack of siege weapons of any kind in your armies old grains, such as catapults siege towers and the like? Well anyway. This phase takes into account the attacker's shock troops such as swordsmen, axemen and heavy cavalry; and defender's defensive troops such as spearmen, pikemen and halberdiers. Javelins can also make good defensive troops when positioned behind a line so they can lob pointy things over it. The attacker inflicts the most damage here usually, but it can be the other way around if the defender has the right type of units and the dice on his side.


Attacker important units:
Axemen
Swordsmen
Heavy Cavalry

Defender important units:
Pikemen
Spearmen
Halberdiers
Javelins


[Battle Phase] This is where the remaining dudes do fair battle with eachother. It boils down to troops quality and numbers, but again relevance matters: zweihanders aren't good at holding a line, while spearmen aren't good at breaking one.


Attacker important units:
All troops (bonus if offensive oriented)

Defender important units:
All troops (bonus if defensive oriented)



As you can see, storming a city with a bunch of pikemen won't do you much good. And such. Use common sense, like you do in M2. If you have any input please post it old pies! :ph34r:


UPDATE


Allright ye rapscallions I have decided to make a trait rundown for each type of unit. Our high iq chaps could use this to calculate the battle more precisely, otherwise it's just a read for fun.

Units can't be used in ambush/retaliation phases unless stated otherwise.
Some factions are also better at using some unit types than others.
I have not included war beasts and siege weapons yet, will do if there is demand.

QUALITIES

Peasant quality one -3 to all stats
Militia quality two -2 to all stats
Regular quality three -1 to all stats
Professional quality four all stats default
Elite quality five +1 to all stats
Knight quality six +2 to all stats
Ninja quality seven +3 to all stats (i just had to, sory lol)

FACTION-BASED MODIFIERS (stack with the above)
Central European Christian factions
all swordsmen +1
heavy cavalry +1
light infantry -2
light cavalry -2

British Factions
archers +1
heavy cavalry -1

Saxon Factions
spearmen +1
archers -1

Muslim Factions
spearmen +1
horse archers +1
halberdiers -1
pikemen -1

Norse factions
all axemen/macemen +2
light cavalry -1
heavy cavalry -1

Italian factions
crossbowmen +1

Slavic factions
light infantry +1
light cavalry +1
two-handed units -2

Greek factions
pikemen +1


FACTION-SPECIFIC MODIFIERS
(stack with the above)
Papal States +2 halberdiers
Athens +1 pikemen
Southern Alliance +1 spearmen
Russia +1 heavy cavalry
Constantinople +1 all cavalry
Pale Order +2 all quality 6 troops (knights), -1 light infantry/cavalry
Grauberg +2 all quality 6 troops (knights), -1 light infantry/cavalry
Highlands +1 pikemen
Cossacks +2 all cavalry, -2 all infantry
Tartatistan +2 all cavalry, -2 all infantry
Emerald +1 javelins
Livonia +1 light infantry
Landgraviate +1 quality 6 troops (knights)
Köln -1 light infantry/cavalry
Finnmark -1 heavy cavalry
Barbies +5 light infantry, -3 all cavalry
Naples +1 all quality 6 troops (knights)
Portugalia +1 crossbowmen, +1 pikemen, -2 light cavalry, -1 spearmen

TERRAIN MODIFIERS (stack with the above)
Each battlefield has a terrain that affects performance of different types of units. This usually turn out in the defender's favor, because it is they who get to choose where they fight and can also prepare properly. And tell me if i forgot any terrain.
Plains
-No modifiers.
Woodland
-Light cavalry loses their ability to participate in ambush/retaliation phases
-Missile troops gain a -2 penalty to attack
Dense Forest/Swamp
-Light cavalry loses their ability to participate in ambush/retaliation phases
-Missile troops gain a -3 penalty to attack
-All melee units lose their charge bonus on clash phase
Hills
-Defending missile units gain a +2 bonus to attack
-Heavy cavalry gains an additional charge bonus on clash phase
Mountains
-Defending missile units gain a +3 bonus to attack
-Heavy cavalry lose their charge bonus on clash phase
Urban
-Defending missile troops gain a +3 bonus to attack
-Defending pikemen and halberdiers gain a +3 bonus to melee defense
-Heavy cavalry lose their charge bonus on clash phase


UNIT TYPES

This is my explanation of unit types. After the base stats there are special properties which add bonuses or penalties on top of the stats. Also shows minimum and maxim allowed quality for the units. You can't have peasant knights! Noble knifemen aren't too likely either.

Light infantry 1-5, 7
Melee Atk – 2
Melee Def – 4
Missile Def – 3
Weak against cavalry
Fast movement means they can be used in either ambush/retaliation phases

Swordsmen 3-6
Melee Atk – 4
Melee Def – 6
Missile Def – 5
Strong against infantry

Macemen and Axemen 1-6
Melee Atk – 2
Melee Def – 6
Missile Def – 5
Strong against infantry
Strong against armor
Weak against cavalry

Two-handed Swordsmen 4-6

Melee Atk – 7
Melee Def – 4
Missile Def – 2
Very strong against infantry
Weak against missiles
Strong charge

Two-handed Axemen and Macemen 4-6
Melee Atk – 5
Melee Def – 4
Missile Def – 2
Very strong against infantry
Strong against armor
Strong charge
Weak against missiles

Spearmen 1-5
Melee Atk – 2
Melee Def – 7
Missile Def – 8
Weak against infantry
Strong against cavalry

Pikemen 2-5

Melee Atk – 2
Melee Def – 10
Missile Def – 2
Very strong against cavalry
Weak against missiles

Halberdiers 2-5
Melee Atk – 6
Melee Def – 4
Missile Def – 2
Strong against infantry
Strong against cavalry
Weak against missiles

Archers 1-5
Missile Atk – 4
Melee Def – 2
Missile Def – 2
Weak against cavalry
Fast fire rate means 1 volley on either ambush/retaliation phase + 1 volley on clash phase

Crossbowmen/Javelins 1-5
Missile Atk – 6
Melee Def – 3
Missile Def – 2
Strong against armor
Weak against cavalry
Slow fire rate means 1 volley on either ambush/retaliation phase

Light cavalry 3-5

Melee Atk – 4
Melee Def – 4
Missile Def – 3
Very strong against missiles
Fast movement means they can be used in ambush/retaliation phases

Heavy Cavalry 5-6
Melee Atk – 4
Melee Def – 7
Missile Def – 5
Strong against missiles
Powerful charge deals extra damage on clash phase

Horse Archers/Javelins 2-5
Missile Atk – 3
Melee Def – 4
Missile Def – 2
Weak against missiles
Fast movement means they can be used in ambush/retaliation phases


FACTION UNIQUE UNITS

only two per faction! say what you have and ill post it!

Barbary Shogunate
Barbary Ninjas (light infantry class)
Melee Atk - 12
Melee Def - 3
Missile Def - 0
-Very strong in against all units in ambush/retaliation phases
-Very vulnerable afterwards
-The ninja are the ultimate champions of stealthy warfare. They can cause grievous casualties and wreak havoc on a much larger force thanks to their melee techniques and tools.

Shinobi Rocket Launchers(light infantry class)
Missile Atk - 17
Melee Def - 3
Missile Def - 0
-Extremely strong in against all units in ambush/retaliation phases
-Very vulnerable afterwards
-These ninja have mastered the use of the chinese rocket, a very deadly weapon when fired from above in a woodland or urban environment. They can cause staggering casualties and wreak utter chaos on a much larger force thanks to their ranged techniques and tools.

Southern Alliance
Slingers(archer class)
Missile Atk – 3
Melee Def – 3
Missile Def – 7
-Weak against cavalry
-Fast fire rate means 1 volley on either ambush/retaliation phase + 1 volley on clash phase
-The sling can be used with one hand, meaning that the slingers can retain a quality rare among missile troops - a shield.

Semi-Laddocks (swordsman class)
Melee Atk – 5
Missile Atk - 4
Melee Def – 4
Missile Def – 5
-Versatile - this unit can be used in all phases, but gains no anti-unit type bonuses
-Semi-Laddocks are those who have volounteered to do an extra 3 years of service to the crown. These versatile warriors fight with a small bow and a sword.

Republic of Athens
Kataphractoi (heavy cavalry class)
Melee Atk - 6
Melee Def - 7
Missile Def - 6
-Strong against missiles
-Powerful charge deals extra damage on clash phase
-Historically the cataphract was a very heavily armored horseman, with both the rider and steed draped from head-to-toe in scale armor, while typically wielding a kontos or lance as their weapon.

Elite Hoplites(pikeman class)
Melee Atk - 2
Melee Def - 11
Missile Def - 5
-Very strong against cavalry
-Shield counters missile weakness but lowers attack
-Soldiers armed with long pikes and medium-sized round-shields designed to be put in long skirmishes, and can also sprint for short periods of time (for manouvres and such)

Grand Duchy of Livonia
Ventspils Ironclad Regiment (two-handed axeman/maceman class)
Melee Atk - 9
Melee Def - 7
Missile Def - 6
-Weak against missiles
-Slow movement means this unit can only attack in battle phase
-The largest men in the Livonian army wearing super heavy plate armour and wielding a dual handed club, excellent at crushing a bloody path through enemy lines, very slow and cumbersome.

Emerald Republic
(crossbowman/javelin class)
Bheagán Javelinmen
Missile Atk - 8
Melee Def - 3
Missile Def - 2
-Strong against armor
-Weak against cavalry
-Slow fire rate means 1 volley on either ambush/retaliation OR clash phase
-Short range means -50% damage caused on ambush/retaliation phase, but +50% on clash phase
-Irish nobles bearing a stack of javelins into battle. Especially deadly against charging infantry.

Tartaristan
Tartar Host (light cavalry class)
Melee Atk - 3
Missile Atk - 5
Melee Def - 4
Missile Def - 3
-Versatile - this unit can be used in all phases, but gains no anti-unit type bonuses
-Light Cavalrymen armed with recurve bows and scimitars. Building on a long and proud tradition of mounted steppe warfare, the Tartars elite cavalry excels at picking apart and harassing enemy formations.

Tartar Nobles (heavy cavalry class)
Melee Atk - 6
Missile Atk - 5
Melee Def - 5
Missile Def - 3
-Versatile - this unit can be used in all phases, but gains no anti-unit type bonuses
-Powerful charge deals extra damage on clash phase
-The settling down of the Tartar into a landed aristocracy has not diminished the fighting potential of her elite. Armed with recurve bows, maces, and lance these are truly peerless heavy cavalry. While one for one they are no match for western knights, when used to their full extent in their disciplined formations they are far superior.

Russian Republic
Bogatyrs* (heavy cavalry class)
Melee Atk - 4
Melee Def - 9
Missile Def - 7
-Powerful charge deals extra damage on clash phase
-Strong against armor
-Weak against missiles
-These terrifying champions of Rus' are said to possess enough raw strength to wrestle down dragons with their bare hands. Surely any knight would be no match? Armed with an large morningstar and a lance.

Kingdom of Naples
Norman Knights (heavy cavalry class)
Melee Atk – 7
Melee Def – 9
Missile Def – 6
-Strong against missiles
-Powerful charge deals extra damage on clash phase
-Horseman with a fully chained Knight atop a large horse

Kingdom of Scythia
Scythian Cossacks (light cavalry class)
Melee Atk - 5
Melee Def - 6
Missile Def - 3
-Fast movement means they can be used in ambush/retaliation phases
-Riders on horseback in armor of moderate strength using akinakes, A scythian short sword, and a throwing spear.

Akinakes Infantry (swordsman class)
Melee Atk - 4
Melee Def - 8
Missile Def - 5
-Strong against infantry
-Heavily armored infantry wielding the akinakes short sword.

Lotharingian Frenkish Empire
Magyar Horse Archers (horse archer/javelin class)
Missile Atk - 5
Melee Def - 5
Missile Def - 3
-Fast movement means they can be used in ambush/retaliation phases
-When the Magyars invaded the weak and disunited countries of Western Europe, it was Lotharingia that offered them the greatest rewards. Rather than joining the others repulse the Magyar Invaders, Lothar II (904-922) offered them land and plunder in exchange for helping him recapture his legal territory. To this day, the Magyars have a significant minority within the empire, accounting for nearly 15% of the population of the County of Nevers. Many of them retain their fierce reputation as renowned light raiders, and thus, are inclined to honor their deal with the line of Lothar.

Sápmi-Finnmark Confederacy
Noble Guard
(axeman/maceman class)
Melee Atk - 5
Missile Atk - 4
Melee Def - 6
Missile Def - 4
-Versatile - this unit can be used in all phases, but gains no anti-unit type bonuses
-The noble guard is the elite of the Sápmi-Finnmark infantry, holding the most important positions in battle, and protecting the most important people. These men are equipped with eastern composite bows and carry a large variety of weapons. They are armoured in russian and norse fashion with chainmail, ringmail and lamellar armour.

Raindeer Raiders (horse archer/javelin class)
Melee Atk - 2
Missile Atk - 5
Melee Def - 3
Missile Def - 3
-Fast movement means they can be used in ambush/retaliation phases
-Versatile - this unit can be used in all phases, but gains no anti-unit type bonuses
Reindeer raiders are sami hunters who use reindeer for extra mobility, they carry wooden bows, long sami knives and are armoured in no more than thick clothing and leather.

Grauberg
Sabre Knights (two-handed swordsman class)
Melee Atk - 6
Melee Def - 4
Missile Def - 4
-Very strong against infantry
-Weak against missiles
-Since most fighting is dealt with lancers once they engage each other the sabreknights, positioned behind the lancer lines move forcard to come into proximity to the lancers and disorganize their lines. they are fast strikers and maneuverable. Dressed in dark blue armor.

Gray Wolves (swordsman class)
Melee Atk - 3
Melee Def - 7
Missile Def - 8
-Strong against missiles
-Weak against cavalry
-These men are equiped with medium armor. a balance between movement and protection. equiped with a wide shield, and a smaller sabre. the intention is for an all around elite infantry man to cover up werever the weaker infantry fail to hold a line. Inspired upon the classic roman fighting style but with a blade favored by northern europeans, the polish sabre.

Landgraviate
Pavise Crossbowmen (crossbowman/javelin class)
Missile Atk - 8
Melee Def - 3
Missile Def - 6
-Strong against armor
-Weak against cavalry
-Slow fire rate means 1 volley on either ambush/retaliation OR clash phase
-With the shields on their backs and the heavy crossbows( when they turn their shield-covered backs to the enemy to reload they look a bit like cockroaches, and since the Landgraviate has a small Japanese population and a small shrine of Binshuy , I'll say our crossbowmen are recruited from the Japanese population, and I'll call them " Binshuy's Cockroaches " )

Republic of Constantinople
Klibanophoroi (heavy cavalry class)
Melee Atk - 6
Melee Def - 8
Missile Def - 6
-Strong against missiles
-Powerful charge deals extra damage on clash phase
-In addition to ordinary cataphract types the Byzantine Empire sometimes fielded a very heavy type of cavalry known as a clibanarius, literally meaning "boiler boy" (pl. clibanarii), but more properly translating into "camp oven bearers", a sort of humorous reference to that fact that men encased in metal armor would almost certainly feel incredibly hot and perspire rapidly, much like an oven. The clibinarii are vaguely attested in Eastern Roman sources but there is dispute over their actual role and difference from cataphracts in warfare.

Chieromangana (crossbowman/javelin class)
Missile Atk - 13
Melee Def - 3
Missile Def - 2
-Strong against armor
-Weak against cavalry
-Weak against missiles
-Can only be used on clash phase due to setup time*
-The hand-trebuchet (cheiromangana) was a staff sling mounted on a pole using a lever mechanism to propel projectiles. Basically a portable trebuchet which could be operated by a single man, it was advocated by emperor Nikephoros II Phokas around 965 to disrupt enemy formations in the open field. It was also mentioned in the Taktika of general Nikephoros Ouranos (ca. 1000), and listed in the Anonymus De obsidione toleranda as a form of artillery. Constantinopolitan cheiromangana are often used with greek fire grenades, a traditional Byzantine weapon.

*A wise enemy would use the time he wins during ambush/retaliation to cause maximum damage to this fragile unit before it fires its devastating volley

Confederacy of Portugalia
Heldaric Guards (pikeman class)
Melee Atk - 3
Melee Def - 12
Missile Def - 2
-Very strong against cavalry
-Weak againsh missiles
-Can form the pike trap, in wich they position a smaller pike (they all cary 1) in front of their position, concealing it with foilage, to surprise enemies. Will only work in forests or in defence.

Crowknigths (heavy cavalry class)
Melee Atk - 9
Melee Def - 4
Missile Def - 3
-Strong against cavalry
-Powerful charge deals extra damage on clash phase
-They are the shock cavalary of the confederacy. They forsake the shield and heavy armor in favor of heavier lance and a giant bastard sword which they swing with both hands, easily cleaving mounted foes who are on the same height level.

NOTE ON VERSATILE UNITS: versatile units are equipped with both a ranged and a melee weapon. Their ranged attack is used for ambush/retaliation phase and their melee attack for clash and battle phase. They sacrifice specialization however - a versatile spearman won't get his anti-cav bonus, and a versatile crossbowman won't get his anti-armor bonus. Don't forget this when making your units! Having many weapons isn't always practical. Also note that anti-unit type penalties still apply as usual!

NOTE ON BASIC UNIT NAMES: You may name your non-unique units as well, but you'll have to state their quality and class in parenthesis. I for example didn't understand what a laddock is until I googled it.

NOTE ON UNIQUE UNITS: I have decided that unique units will not have a quality rating because their stats are custom anyway. Stats will also be decided by me, because people have no moderation with that stuff. You will have to make a simple description of units and their abilities, and I'll distribute stats and properties accordingly.
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Re: Land Battles System

Post by c00ki3 on Sun Aug 08, 2010 11:00 am

What are the unit prices?

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