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Author Topic: Risk - A strategic Boardgame with OCD, up to 10 players  (Read 839 times)

Aigre Excalibur

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Risk - A strategic Boardgame with OCD, up to 10 players
« on: November 07, 2016, 09:28:00 am »

The Military

Equipment:

Flintlock Musket
Damage: 1 Dice (per company)
Price: 100 Silver Dollars, 100,000 per 1000
IC: 1 IC produces 6.25 Per Season, 25 Per year (40 IC produces 1 company's arms)

6 Pdr Light Cannon
Damage: 6 Dice (per battery)
Price: 3,000 Silver Dollars
IC: 30 IC produces 1 Per Season (240 IC produces 1 battery)

12 pdr Heavy Cannon
Damage: 8 Dice (per battery)
Price: 8,000 Silver Dollars
IC: 100 IC produces 1 Per Season (800 IC produces 1 battery)

Units:
Militia Infantry Battalion
Companies: 4
Skill: 2
Training time: 1 Season/ 1 Turn
Equipment: 1000 Muskets
Price: 120,000 Silver Dollars per Battalion per Season, 30,000 per company.

Line Infantry Battalion
Companies: 4
Skill: 4
Training time: 2 Seasons
Equipment: 1000 Muskets
Price: 240,000 Silver Dollars per Battalion per season, 60,000 per company

Elite Infantry Battalion
Companies: 4
Skill: 8
Training Time: 8 Seasons
Equipment: 1000 Muskets
Price: 600,000 Silver Dollars per Battalion Per season, 150,000 per company

Line Artillery Crew
Companies: 1
Skill: 4
Training Time: 4 Seasons
Equipment: 8 Artillery Guns
Price: 900,000 Silver Dollars per company per season (based on a specialist's pay of 30 dollars per day)

Elite Artillery Crew
Companies: 1
Skill: 8
Training Time: 8 Seasons
Equipment: 8 Artillery Guns
Price: 3,600,000 Silver Dollars per company per season (based on a professional engineer's pay of 120 dollars per day)

Field Hospital Company
Companies: 1
Training Time: 2 Seasons
Equipment: NA
Effect: Provides treatment for up to 8 companies worth of casualties per season.
Price: 1,008,000 Silver Dollars Per Company Per Season (240 Orderlies, 10 Professional Doctors)


Organization:
The basic unit used to count hitpoints and scale combat capabilities is the company, representing about 250 infantry.
The smallest tactical unit is the Battalion, which has 4 companies.
The smallest strategic unit is the Regiment, which has 1-4 or more Battalions. (Default size of 3, but adjustable)
Multiple regiments form a division. Multiple divisions form a corps.

The artillery equivalent of the company is the battery, which can be attached to regiments, or organized as its own regiment to fire from the safety of rear lines.
1 Battery is 8 guns. 1 regiment is 4 batteries.

Civilians and the Means of Production:
Each Province has a civilian base of 10,000,000 people.
Each human being (when we count them in the millions, workers are considered human beings) provides a tax base of $2.50 silver dollars per season when not conscripted.
Conscription draws on the loyal population base, subtracting them from the general work force, and requiring payment to remain in the army.

Each country starts with 2000 IC in the capital. Every million persons allows the construction of 10 additional IC. IC will operate independently of population. (The capitalists always find a way.)
New IC costs 100,000 Dollars of investment capital per IC. IC will also grow naturally at 0.1% per season if all available IC is utilized by the government.

Population grows at 0.5% per season. Population usually remains stable, unless a player deliberately massacres them. Only population in core provinces are recruitable, or attributable for the increase in IC. other populations have to be converted over time through long occupations, propaganda and even welfare.

Technology is stagnant. We will focus on war and strategic maneuver.

Equipment is ordered from available IC and paid for in dollars. IC represents the limits of the production capabilities of the private arms industries.

Propaganda & Welfare
Population in occupied provinces have to be converted over time for the cause... unless you just want to massacre them. Paying for welfare at the rate of 1 dollar per person for the entire populace in the province converts 5% of all disloyal persons into loyal ones. Disloyal populations will randomly sabotage taxes and spawn rebel militias. If they are in a province with arms production, they will sabotage that too. But at the game start, all arms are produced in capital provinces.

If welfare is paid for in core provinces, it will add a hidden number of true believers in the cause who are immune to hostile propaganda and will automatically form militia units to resist the invasion of core provinces. Welfare must be sustained for fanatically loyal subjects to be sustained in their fanaticism unless the province is under hostile control.

Welfare consists of the majority of most governments' expenses during peacetime.

Propaganda:
Propaganda is the conversion of populations not under factional control.  It will create hostile populations that sabotage taxes and start rebellions. Propaganda costs a flat sum of 1,000,000 per province and has roll to dodge (random) effects.

Officers:

Officers are attached to the military at the regimental level and above.

Colonels oversee the operations and tactics of regiments. Colonels allow forced marches, which allow regiments to march twice in a turn with a success probability according to their skill level. A colonel is paid 12,000 dollars per season.

Generals coordinate the overall battles. The skill level of a general affects the probability of whether battle maneuvers involving multiple regiments will have the regiments "show up on time" or "go missing". Missing regiments happen more on the march and on the offense than on the defense.
A general is paid 60,000 dollars per season

A general who commands corps sized elements is a field marshal.
A field marshal is paid 120,000 dollars per season.

Officers are trained in an academy in the capital. Colonels take 12 turns to train. Generals are trained from colonels for another 12 turns. A field marshal is trained from a general for another 12 turns. You can train as many senior officers as you want, but they are paid full wages of the rank they are training for, they get random skill levels on spawn, and appointments are for life. - They must be paid in perpetuity.

Officers can be lost or captured in combat. And it was common for officers to be offered defections after their capture.

Officers randomly improve skill after each season of constant fighting.

Entrenchment

"Digging in" had extreme effectiveness towards the defense and eventually influenced all warfare. In the movement phase, units may spend a turn digging in along the border of their province to that of an adjacent province. Trenchworks can be circumvented by going through a border without trenches. But the units in the trenches will not be destroyed, and will remain at the border. The units in the trenches will also not take part in any other battles for the province that does not involve their particular border.

Attacking units can spend a turn digging a counter-trench parallel to the enemy trench. If an attacker occupies the province with the defending trench line, it can still dig a counter-trench to benefit from trench cover. A trench itself cannot be flanked.

A trench provides a cover save of around 80% for all attacks. A trench can be assaulted, by which attacking infantry will expose themselves to 3 full turns of enemy fire before they reach the enemy trenches to fight hand to hand without the cover going into effect - this allows trenches to be taken by overwhelming force.

Line battles are possible between 2 entrenched units. This becomes a battle of attrition over multiple turns.

Artillery battles are also possible between 2 entrenched units without committing any attacking infantry.


Phases and actions:

Building and Development:

  • Ordering of Equipment stockpiles from available IC,
  • Training of New Military Formations in the Capital,
  • Training of Officers
  • Implementation of Welfare or Propaganda Policies,
  • Construction of New IC

Strategic Movement:

  • Every Regiment can move across 1 province per turn. All created regiments start in the capital.
  • A regiment may force march for 2 provinces with a colonel ordering them about.
  • Regiments may entrench themselves or counter-entrench along an enemy trench lines.

Combat Phase:

  • A regiment, division or corps may initiate a field battle with an enemy in an adjacent province. Moving multiple regiments without the oversight of a general will lead to comedy. A field marshal will improve performance when moving elements of extreme sizes.
  • Defenders always shoot first, and shoots automatically. Though the attacker first chooses the forces he will commit.
  • After the defender shoots the attacker shoots.
  • The combat for the turn ends after 1 round of shooting.
  • Combats can be initiated on multiple fronts within 1 turn, but only 1 round of shooting occurs per battlefront

Game start:
Each player starts with 3 provinces, 1 of which is the capital province where all troop training and arms production occurs.

The other two provinces are chosen adjacent to the capital province.

All other provinces are neutral states that players can lay claim to and occupy. Neutral states have standing forces of about 1d6 regiments that will resist invasion. They don't do fancy things like digging in. The neutral armies only spawn when attacked.

Each player also starts with a standing army of 3 line infantry regiments and a general staff of 3 colonels and 1 general.

Note the complete lack of starting weapon stockpiles or artillery pieces.

Game end:
Someone rules the world and wins the game... Or we can start a zombie apocalypse if less than half the players are left and the remaining are in a formal alliance.

Game Map:
Spoiler (click to show/hide)
Or open in a new window: http://i.imgur.com/J2KzsDP.jpg

Also ignore any numbers or bonuses from classic risk.
« Last Edit: November 07, 2016, 11:00:21 am by Aigre Excalibur »
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Aigre Excalibur

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Re: Risk - A strategic Boardgame with OCD, up to 10 players
« Reply #1 on: November 07, 2016, 09:28:29 am »

Reserved for links to spreadsheets of every single province.
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Risk - A strategic Boardgame with OCD, up to 10 players
« Reply #2 on: November 07, 2016, 09:29:12 am »

Reserved for player databases.
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.