Post by The Gods on Jun 4, 2016 23:46:54 GMT
Battles are always a part of these games and in this thread I will detail exactly how they work.
Each side first chooses a main commander and a secondary one, should the first be injured or killed. This commander's battle skill will be rolled against that of the opposing commander. Anyone else involved in the battle will be rolling with their weapon skill (no bonuses added, for simplicity's sake). A general can lead from the front or the back. If he leads from the front he may roll with his weapon as well but can also be hit and is susceptible to Random Event rolls. If he leads from the back he will not roll for his weapon and cannot be engaged with in close combat unless someone specifically seeks him out.
Commanding Armies
A general with a rank between 50 and 70 in command can lead up to 2,500 men in battle. The amount of troops he can lead is scaled as following:
At 75 he can command 3,000 men.
At 80 he can command 4,000 men.
At 85 he can command 5,000 men.
At 90 he can command 7,000 men.
At 95 he can command 10,000 men.
At 100 he can command 12,000 men.
Upon reaching Legendary at 110, he can command up to 20,000 men.
Random Combat-Event-in-Battle Rolls
Every other round in a battle I will roll for a random event on this table:
1 - The two highest rollers from both sides engage in 1v1.
2 - Nothing happens.
3 - Nothing happens.
4 - The two lowest rollers from both sides engage in 1v1.
5 - Nothing happens.
6 - Nothing happens.
7 - The highest roller from army A and the lowest roller from army B engage in 1v1.
8 - Nothing happens.
9 - Nothing happens.
10 - The highest roller from army B and the lowest roller from army A engage in 1v1.
11 - Nothing happens.
12 - Nothing happens.
13 - The highest roller from army A engages the commander of army B in 1v1.
14 - Nothing happens.
15 - Nothing happens.
16 - The highest roller from army B engages the commander of army A in 1v1.
17 - Nothing happens.
18 - Nothing happens.
Should a duel occur then armour bonuses and such apply.
Leadership Roll
When one army has lost 15% or more of it's troops, the commander will have to make a leadership check (using his battle skill) to see whether he can keep his men fighting, if they retreat in an orderly fashion, or if they rout completely.
160+ - The commander has absolute control over his men and the battle continues.
150-159 - The commander regains control of his men, however they will fight for one round at -5.
130-149 - The commander regains control of his men, however they will fight for two rounds at -5.
120-129 - The commander orders the retreat and the army falls back in good order.
90-119 - The commander loses control and the army retreats, giving the enemy one round of attack. The retreating army will be rolled at -10.
0-89 - The commander loses all control and the army routs, giving the enemy two rounds of attack. The retreating army will be rolled at -10.
Every battle has its casualties, which will be rolled using a secret table that only the admins have access too. Don't worry, it's fair!
Ambushes
An ambush occurs when one army, usually smaller in size, is able to approach and engage an army in combat without being noticed (usually in the rear), or when an army has been placed in a hidden position (a forest, mountainous landscape etc.) and is able to attack an opposing army on the march. If you want to set up an ambush there are certain circumstances that need to apply.
1) You need to know where the army you want to attack is (see Scouting), or whether they will be marching through a certain area (Espionage).
2) You need to roll successfully against the opposing army's scouting with your Ambush skill.
Once both rolls have been made successfully you can set up your ambush, or let me know whether you want to attack the enemy army. For the first round of combat the ambushing commander will roll with a +20 bonus to his skill, and for the second with a +10. After that the battle continues as normal.
Scouting
Troop movements won't be posted publically and your own movements will be posted in your regional boards. This means that, apart from rumours, there will only be one way to find out where an enemy army might be: Scouting. The scouting skill means that you can lead a small troop of men into the wild and pick up the tracks and locations of an army. Your success will depend on your roll.
If the enemy army however has a character with a scouting skill then an opposing roll will occur. Should the enemy character win the roll then they will have knowledge of your scouts and may track you down.
Each side first chooses a main commander and a secondary one, should the first be injured or killed. This commander's battle skill will be rolled against that of the opposing commander. Anyone else involved in the battle will be rolling with their weapon skill (no bonuses added, for simplicity's sake). A general can lead from the front or the back. If he leads from the front he may roll with his weapon as well but can also be hit and is susceptible to Random Event rolls. If he leads from the back he will not roll for his weapon and cannot be engaged with in close combat unless someone specifically seeks him out.
Commanding Armies
A general with a rank between 50 and 70 in command can lead up to 2,500 men in battle. The amount of troops he can lead is scaled as following:
At 75 he can command 3,000 men.
At 80 he can command 4,000 men.
At 85 he can command 5,000 men.
At 90 he can command 7,000 men.
At 95 he can command 10,000 men.
At 100 he can command 12,000 men.
Upon reaching Legendary at 110, he can command up to 20,000 men.
Random Combat-Event-in-Battle Rolls
Every other round in a battle I will roll for a random event on this table:
1 - The two highest rollers from both sides engage in 1v1.
2 - Nothing happens.
3 - Nothing happens.
4 - The two lowest rollers from both sides engage in 1v1.
5 - Nothing happens.
6 - Nothing happens.
7 - The highest roller from army A and the lowest roller from army B engage in 1v1.
8 - Nothing happens.
9 - Nothing happens.
10 - The highest roller from army B and the lowest roller from army A engage in 1v1.
11 - Nothing happens.
12 - Nothing happens.
13 - The highest roller from army A engages the commander of army B in 1v1.
14 - Nothing happens.
15 - Nothing happens.
16 - The highest roller from army B engages the commander of army A in 1v1.
17 - Nothing happens.
18 - Nothing happens.
Should a duel occur then armour bonuses and such apply.
Leadership Roll
When one army has lost 15% or more of it's troops, the commander will have to make a leadership check (using his battle skill) to see whether he can keep his men fighting, if they retreat in an orderly fashion, or if they rout completely.
160+ - The commander has absolute control over his men and the battle continues.
150-159 - The commander regains control of his men, however they will fight for one round at -5.
130-149 - The commander regains control of his men, however they will fight for two rounds at -5.
120-129 - The commander orders the retreat and the army falls back in good order.
90-119 - The commander loses control and the army retreats, giving the enemy one round of attack. The retreating army will be rolled at -10.
0-89 - The commander loses all control and the army routs, giving the enemy two rounds of attack. The retreating army will be rolled at -10.
Every battle has its casualties, which will be rolled using a secret table that only the admins have access too. Don't worry, it's fair!
Ambushes
An ambush occurs when one army, usually smaller in size, is able to approach and engage an army in combat without being noticed (usually in the rear), or when an army has been placed in a hidden position (a forest, mountainous landscape etc.) and is able to attack an opposing army on the march. If you want to set up an ambush there are certain circumstances that need to apply.
1) You need to know where the army you want to attack is (see Scouting), or whether they will be marching through a certain area (Espionage).
2) You need to roll successfully against the opposing army's scouting with your Ambush skill.
Once both rolls have been made successfully you can set up your ambush, or let me know whether you want to attack the enemy army. For the first round of combat the ambushing commander will roll with a +20 bonus to his skill, and for the second with a +10. After that the battle continues as normal.
Scouting
Troop movements won't be posted publically and your own movements will be posted in your regional boards. This means that, apart from rumours, there will only be one way to find out where an enemy army might be: Scouting. The scouting skill means that you can lead a small troop of men into the wild and pick up the tracks and locations of an army. Your success will depend on your roll.
If the enemy army however has a character with a scouting skill then an opposing roll will occur. Should the enemy character win the roll then they will have knowledge of your scouts and may track you down.