Post by The Forgotten God on Apr 16, 2009 15:00:01 GMT -5
Part 1:
Land Combat (Nonsiege)
Marching orders: Scouting, destination.
If you expect to know what you're fighting, scouting must be posted while pming me troop movements, not three hours later. The commander of the army may use any NPCs or PCs to scout with an ability higher than himself (lower too, I guess, but that's just silly).
If you can avoid being scouted, you may petition for an ambush at the start of a battle. Ambushes may also occur if forces join a battle after it's begun, assuming they have avoided scouting.
During a battle, each side has one commander. Their command scores are rolled against each other to determine casualties for the round.
Note: While the RELATIVE amount of men lost to each other is a constant by ratio (light hits, medium hits, and heavy hits are all assigned a 5:4, 3:2, or 2:1 respectively), the actual amount of men lost per round rises with the final total of the command score. A command roll of 200-200 will result in more men lost than 100-100, but each side will lose the same amount of men.
The command roll that is highest determines which sides' army size determines casualties. If you attack 5000 men with 10000 and you win command, the percentage of troops lost is determined by your 10 000 men, which gives you the advantage of attrition. This factors for the simple fact that numbers do mean a lot in a battle.
Once a side loses 35% of their men, the commander of the army must make a rally check. The results are as follows:
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 loses all control and the army retreats.
90 - 119 - The commander loses all 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 retreats, giving the enemy two rounds of attack. The retreating army will be rolled at -10.
A rally check is also required if an army either A. Loses 25% of their entire force in one round, or B. Has their general slain.
Should a rally check result in any number below 129, the enemy general may use a routing check to pursue. Routing is a simpler table:
0-100: Rout gets bogged down, no extra attacks enabled.
101-150: One extra round of attacks enabled.
151+: Two rounds of attacks enabled.
*routing is subject to playtesting. Be patient!
Land Combat (Nonsiege)
Marching orders: Scouting, destination.
If you expect to know what you're fighting, scouting must be posted while pming me troop movements, not three hours later. The commander of the army may use any NPCs or PCs to scout with an ability higher than himself (lower too, I guess, but that's just silly).
If you can avoid being scouted, you may petition for an ambush at the start of a battle. Ambushes may also occur if forces join a battle after it's begun, assuming they have avoided scouting.
During a battle, each side has one commander. Their command scores are rolled against each other to determine casualties for the round.
Note: While the RELATIVE amount of men lost to each other is a constant by ratio (light hits, medium hits, and heavy hits are all assigned a 5:4, 3:2, or 2:1 respectively), the actual amount of men lost per round rises with the final total of the command score. A command roll of 200-200 will result in more men lost than 100-100, but each side will lose the same amount of men.
The command roll that is highest determines which sides' army size determines casualties. If you attack 5000 men with 10000 and you win command, the percentage of troops lost is determined by your 10 000 men, which gives you the advantage of attrition. This factors for the simple fact that numbers do mean a lot in a battle.
Once a side loses 35% of their men, the commander of the army must make a rally check. The results are as follows:
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 loses all control and the army retreats.
90 - 119 - The commander loses all 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 retreats, giving the enemy two rounds of attack. The retreating army will be rolled at -10.
A rally check is also required if an army either A. Loses 25% of their entire force in one round, or B. Has their general slain.
Should a rally check result in any number below 129, the enemy general may use a routing check to pursue. Routing is a simpler table:
0-100: Rout gets bogged down, no extra attacks enabled.
101-150: One extra round of attacks enabled.
151+: Two rounds of attacks enabled.
*routing is subject to playtesting. Be patient!