Domingo Family/Sanchez/Talerium War Games

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General Rules

Some of these are difficult to enforce, so it is up to each noble’s honour to follow these.

1) No formal alliances or diplomatic agreements (although it is natural and acceptable for nations to gang up on an obvious leader, so long as it is not by formal agreement)

2) No looking at the information screens to identify the location of enemy troop leaders. Only scout reports and eyewitness accounts can be used.

3) No Noble may leave Talerium territory as part of the games i.e. Talerium’s current borders define the extent of space that can be used.


The mechanics

Each normal TL has a base CS of 1

The Marshal has a base CS of 3. Supply (see below) is only tracked for the marshal

- to re-supply, the marshal must return to the capital

- doing so resets the supply tracker

So, the marshal could simply remain in the capital to maintain supply forever (but the army would be losing their most powerful unit by doing so).


Modifiers

Supply: CS - 0.15*(days unsupplied-4) (positive modifiers ignored)

- i.e. for every day above 4 that an army is unsupplied, all units in that army lose 15% of their default initial CS

Territories: CS +0.10*(# of territories-3) (negative modifiers ignored)

- so, an army that has 4 territories would get a bonus of +0.1 CS to all of their units

- note that this is not a percentage, both the normal units and the marshal gain the same 0.1 CS/ territory above 3

Battle damage (a percentage of operational strength is lost)

Capital or Chocxal defense: Each unit defending their capital or Chocxal receives a CS modifier of 150%

- so a unit with a base CS of 3, would have a CS of 4.5 when defending a capital (before other modifiers)

Open field defense: each unit that is dug in when attacked receives a CS modifier of 110%

- so, a unit with a base CS of 1, would have a CS of 1.1 when defending and dug in (before other modifiers)

- this bonus does not apply when defending a capital or Chocxal


Battle damage

Damage will accumulate after every battle and will be expressed as a percentage of CS lost. So, a unit that has received 50% damage, will have a base CS of 0.5 if a regular unit or 1.5 if a marshal unit.

Repairing Battle damage

Each turn a unit spends in its national capital repairs a unit by 20% of its default CS level (so each turn repairs 0.20 CS to a normal unit and 0.6 CS to a marshal unit). Repair cannot allow a unit to exceed its original default CS value (1 or 3 for normal or marshal units, respectively)

Takeovers

A nation can only takeover a region that borders a region they own. Takeovers begin once the required CS is present in a region. A region changes hands once the required CS has been present for the required number of turns (as detailed below).

If a region that is being taken over is attacked, the takeover is disrupted:

- If the team that initiated the takeover loses, the takeover ends as a failure, all progress is lost.

- If the team that initiated the takeover wins or there is a draw, the takeover continues. However, one turn of progress is lost.


Takeover Rules

All cs values are as a proportion of starting CS strength (depends on starting team sizes = 3 + 1*(number of starting nobles – 1) Taking over Chocxal: Time: 5 turns, CS: 80%

Taking over Enemy Capital: Time: 5 turns, CS: 120%

Taking over unoccupied region: Time: 2 turns, CS: 50%

Taking over region bordering your capital: Time: 2 turns, CS: 50%

Taking over region bordering enemy capital: Time: 4 turns, CS: 70%

Taking over occupied region that does not fit previous criteria: Time: 3 turns, CS: 60%


Combat

Any time two armies are within the same region, a battle is conducted. To do so, a ratio of the attackers and defenders CS will be made. This ratio, together with a random number will be used to generate the results of the battle (i.e. who wins and what proportion of each side’s CS is lost as casualties/weapon damage/morale loss, etc).

Although the random number adds an element of chance, the side that has the most CS will usually win, especially if the difference is large.

The battle table itself is secret, however.


Victory Points

Each normal territory above 2 gives 1vp per turn. Chocxal and enemy capitals give 3vp/turn


Victory/Defeat

A nation is defeated if it loses its capital (should be almost impossible)

A nation wins if it conquers all enemy capitals, or if it has the most VPs after the simulation ends.

The simulation ends if outside events force it (for instance Talerium goes to war) or after a nation reaches a predetermined number of VP’s (TBD)