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Author Topic: You Are King! - The Steam Age [OOC Thread and Signup]  (Read 18353 times)

Iituem

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #120 on: March 23, 2015, 10:43:10 am »

I can't think of anything else pertinent right now.  Would anyone mind if we skipped ahead to the campsite?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #121 on: March 23, 2015, 02:00:04 pm »

Well, I'm writing stuff up and I need to roll few things. I'll get it out tonight so stay tuned.
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Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #122 on: March 23, 2015, 06:43:17 pm »

Okay time for me to pitch in. I'll be doing the battles. As you can see from the Unit Statistics they willbe quite different form previous yaks

Much of the stuff i have just posted may seem a lot to take in but lets break it down. I won't start writing down every nuance of the mechanics, because quite honestly most of it is not so interesting and irrelevant.

First of all: the different stats of the units:

WS, BS, Health, Armor, Moral

are hopefully quite obvious but ill explain them anyway:

Weapon Skill - means how good your guys hit close in
Ballistic Skil -  is how good your guys shoot others
Health - represents the Number of Men still active in the regiment
Armor - is armor. the more the better
Morale - if this drops to 0 your regiment will break and run and potentially be captured, on the other hand you can make prisoners too.
Movement - determines how many hexes your units can move.

Now, as you ahve seen the battlefield looks quite diverse and that will have a major impact on shooting firing and line of sight.

There are free ranges:

Melee Range - when you can kiss your enemy...or gut him happens if two units stand next to each other

Close Range - Shooting Range basically. That is for everything that is not artillery or has the (Far Range) Trait.
Usually close range is reached when enemies are two hexes away from your units, that mean optimally you can give a charging enemy two volleys of fire before he closes in.
However height different plays a major role. The larger the Height Difference the farther your guys can shoot.

Even Footing - 2 Hexes
1 Height Difference - 3 Hexes
2 Height Difference - 4 Hexes

However there is no penalty for shooting uphills

Finally there is Far Range. That is everything beyond Close Range, and applies to artillery. You can basically fire anywhere with them.

Line of Sight
Now that is where things get tricky. You cant shoot at units behind buildings or hills, since you can simply not see them or hit them. Height is the rescue here again. If you are on higher ground you can see beyond buildings/hills and attack units behind them.


Finally Personal Combat. While we are in an Age in the Game were a general is not charging into battle at the front anymore, you can still do that, at high personal risk.
However don't expect entire regiments to fall before you. While you can still participate in battles directly you will ahve only minor influence on your men, however even that tiny influence might tip the balance of battle in your favour.
If you are performing particularly good on the battlefield the enemy regiment will get a morale drop and the one you are attached to will get a bonus on it. However if your regiment gets killed during the fighting or decides to flee, you might get captured. Or even worse die during the fighting.


Finally Command of the Army itself. As you can see there are a lot of guys in the field and giving orders each turn would drag this out into all eternity. Therefore you will only get to send orders every five battle turns, representing the time it takes for a messenger to reach your regiment and give new orders. This makes the game run much smoother (at least hopefully), however should it work out as ungainly i will remove the five turn system and instead let you give frehs orders whenever i deem that things might warrant new orders.


That should roughly sum up the Battle System, if you have any questions, feel free to ask.


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GiglameshDespair

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #123 on: March 23, 2015, 07:09:03 pm »

Those police are surprisingly powerful.
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Deny

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #124 on: March 23, 2015, 07:10:02 pm »

Well of course I overshot, god dammit.

Anyway I happen to remember capturing Republican agents during my little purge, did I recruit any of them as double agents perchance?
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GiglameshDespair

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #125 on: March 23, 2015, 07:14:18 pm »

So half our troops are melee. Tactic seems to be close in and mob 'em while sisters and fellow ranged provide ranged spport.


Finally Personal Combat. While we are in an Age in the Game were a general is not charging into battle at the front anymore, you can still do that, at high personal risk.
However don't expect entire regiments to fall before you. While you can still participate in battles directly you will ahve only minor influence on your men, however even that tiny influence might tip the balance of battle in your favour.
If you are performing particularly good on the battlefield the enemy regiment will get a morale drop and the one you are attached to will get a bonus on it. However if your regiment gets killed during the fighting or decides to flee, you might get captured. Or even worse die during the fighting.


Finally Command of the Army itself. As you can see there are a lot of guys in the field and giving orders each turn would drag this out into all eternity. Therefore you will only get to send orders every five battle turns, representing the time it takes for a messenger to reach your regiment and give new orders. This makes the game run much smoother (at least hopefully), however should it work out as ungainly i will remove the five turn system and instead let you give frehs orders whenever i deem that things might warrant new orders.

Five turns does sound a lot. After all, they did have ways of communicating - messengers, musicians, waving banners... not being able to communicate instantly is interesting, but we shall see. If you assume direct control, however, can you give instant orders to the regiment and neighbouring you're attached to? How does that work, additionally, with suffering attacks or attacking?
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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #126 on: March 23, 2015, 07:26:55 pm »

Well of course I overshot, god dammit.

Anyway I happen to remember capturing Republican agents during my little purge, did I recruit any of them as double agents perchance?

You will need to clarify for me what exactly do you mean by double agents? They have fed you information already and you haven't specified any new orders. Besides, a spy networks ain't free and the revolution needs to be concluded for you to be doing that properly apart from one-off battle scouting
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Deny

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #127 on: March 23, 2015, 08:21:26 pm »

I just wanted to know if they'd be available for future use (like immediately after the battle for instance)
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Iituem

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #128 on: March 23, 2015, 09:17:38 pm »

Can you fire over melee troops in combat?  If not, I have to make radical changes to my battle plan.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #129 on: March 24, 2015, 05:18:58 am »

Giglamesh: The entire point of the five turn thing is that i dont have to make a new map every turn and to crack down on slow downs for battles, after all you want to roleplay and not spend weeks upon weeks on a single battle. Now i thought about that too initially, allowing directly controlled regiments to move every turn but that would exactly counteract the above, so no to that.

Iituem: Yes and no.

The following works: Melee infantry one square in front of Rifle Infantry would work, since it would form a tercio and the pikemen could kneel down.
Two ranks of Ranged Infantry firing abov each other is obviously not possible since they couldn't fire in ranks properly.
firing over Artillery is also possible.

So yes your tactic of using the pike as doorstopper would work.
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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #130 on: March 24, 2015, 05:49:01 pm »

Right after the battle? They should, but expect diminishing returns. Again, until you have a country and resources, your spying will remain spotty.
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Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #131 on: March 25, 2015, 05:53:22 pm »

Okay i still need Order for our Sisters Battle and the Insurgents.
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GiglameshDespair

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #132 on: March 25, 2015, 06:13:37 pm »

Sorry about the delay. I wasn't feeling inspired to write something, and just inputting a bolded command didn't feel right.
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Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #133 on: March 27, 2015, 08:57:29 am »

Okay i guess Magic needs some nerf, if you look at it Shoot just vanquished 3 entire Regiments single-handledly and made 2 more retreat. That is a bit much, then again he rolled very good on the Overshoot Scale...hmm...
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Shootandrun

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #134 on: March 27, 2015, 04:40:14 pm »

Amongst other things, you may want to avoid making overshoots beneficial... Or otherwise make them only beneficial a tiny fraction of the time. Maybe instead of adding splash damage (which is no danger to a mage wise enough not to fire in melee) you could do a scatter roll?

ie Check the target hex, then roll 1d6 twice to have it scatter two hexes away in a random direction, THEN do splash damage. The fireball would still have a reasonable chance of hitting the enemies if it hits all hexes around the one it lands on, but it would also be a very serious danger for friendly troops.
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