Post by The Gambler on May 19, 2016 19:26:56 GMT
Land Combat
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 Persuasion or Intimidation check to rally his men. 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 Scouting/Ambush 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.
Swordsmen in Combat
A weapon skill isn't useless on a battlefield, either. Each round I take the highest total roll for either army and compare it to the lowest for the enemy army. The lowest roll takes damage as though hit by the high roller. Example:
Army A:
Knight A: 201 weapon
Commander A: 167 weapon
Army B:
Knight B: 178 Sword
Commander B: 134 Sword
Clearly, Knight A has the highest weapon roll. His 201 is placed against Army B's low roll, which is the commander at 134. 201-134=a heavy hit. The commander takes -35. Clearly, having more swordsmen in an army is useful to shield your general.
On odd numbered rounds, a random event roll is made. This is meant to add some extra tension to fights and provide swordsmen more opportunities to run in and hack shit up.
The table used for this is as follows:
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.
Commanders for each army may choose to command from the rear and take a +20 bonus to their weapon skill for the battle. However, their rolls are not used to hit other warriors, merely to check to see if they still roll lowest. Random events may still force them into combat.
Pillaging:
Pillaging can now be used to attack resources or soldiers of your enemy. If attacking soldiers, your army must not be scouted. Results are as follows:
0-100: Failure. Loss of 20% of attacking force, defending commanding may make a routing check
101-109: Failure: Loss of 10% of force
110-124: Minor success: Destroy 1 in-game week's worth of siege engine progress, cause 50% of raiding party's numbers in casualties, or capture up to 3 resource points (Food or Wealth)
125-139: Success: Destroy one month's siege equipment, cause 100% casualties, or capture 6 resource points from army
140-149: Success: Destroy all siege equipment, 125% losses, or 8 Resource points
150-165: Major feat: Enemy leader must make a leadership check or his forces cannot march for a RL day, cause 200% losses, or 12 resource points.
166+: Crushing defeat: Failed leadership check results in army actually routing. Cannot occur to a force more than 10 times the size of the raiding party. 250% casualties, 65% of army's resource points or 15, whichever is greater
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 Persuasion or Intimidation check to rally his men. 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 Scouting/Ambush 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.
Swordsmen in Combat
A weapon skill isn't useless on a battlefield, either. Each round I take the highest total roll for either army and compare it to the lowest for the enemy army. The lowest roll takes damage as though hit by the high roller. Example:
Army A:
Knight A: 201 weapon
Commander A: 167 weapon
Army B:
Knight B: 178 Sword
Commander B: 134 Sword
Clearly, Knight A has the highest weapon roll. His 201 is placed against Army B's low roll, which is the commander at 134. 201-134=a heavy hit. The commander takes -35. Clearly, having more swordsmen in an army is useful to shield your general.
On odd numbered rounds, a random event roll is made. This is meant to add some extra tension to fights and provide swordsmen more opportunities to run in and hack shit up.
The table used for this is as follows:
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.
Commanders for each army may choose to command from the rear and take a +20 bonus to their weapon skill for the battle. However, their rolls are not used to hit other warriors, merely to check to see if they still roll lowest. Random events may still force them into combat.
Pillaging:
Pillaging can now be used to attack resources or soldiers of your enemy. If attacking soldiers, your army must not be scouted. Results are as follows:
0-100: Failure. Loss of 20% of attacking force, defending commanding may make a routing check
101-109: Failure: Loss of 10% of force
110-124: Minor success: Destroy 1 in-game week's worth of siege engine progress, cause 50% of raiding party's numbers in casualties, or capture up to 3 resource points (Food or Wealth)
125-139: Success: Destroy one month's siege equipment, cause 100% casualties, or capture 6 resource points from army
140-149: Success: Destroy all siege equipment, 125% losses, or 8 Resource points
150-165: Major feat: Enemy leader must make a leadership check or his forces cannot march for a RL day, cause 200% losses, or 12 resource points.
166+: Crushing defeat: Failed leadership check results in army actually routing. Cannot occur to a force more than 10 times the size of the raiding party. 250% casualties, 65% of army's resource points or 15, whichever is greater