Battlefields
soldiers pray for peace. the soldier must suffer and bear the deepest wounds and scars of war. --Douglas MacArthur
The following set of rules will be used to handle all battlefield situations.
A. Military Units. A military unit is represented on the map as a token. Each token will represent what basic type of unit it is. Each unit can be customized. More on customization later. Examples follow:
The following chart will clarify the intended purpose of each unit. Players are encouraged to use their units in creative ways.
- Infantry: represented by an armored soldier.
- Cavalry: Represented by a horse with Armored soldier.
- Siege: represented by a cannon.
- special forces: represented by an unarmored soldier in dark clothing.
- Archers: Represented by an unarmored soldier with a bow.
- Skirmishers: Represented by an unarmored soldier with a spear or axe.
- Scouts: Represented by a Horse with unarmored Soldier.
- naval: represented by a boat.
The following chart will clarify the intended purpose of each unit. Players are encouraged to use their units in creative ways.
B. Every military Unit will have a Size organization. Size is the unit's command level. Note that Units will occupy a map as a division, but will enter combat as a brigade sized element or less. An effective unit can be organized as follows:
- Squad: 10-12 troops. represented by roman numeral I.
- Platoon: 3-5 squads. Represented by roman numeral II.
- Company: 3-5 Platoons. Represented by roman numeral III.
- Battalion: 3-5 Companies. Represented by roman numeral IV.
- Brigade (Regiment): 3-5 Battalions. Represented by roman numeral V.
C. Every military unit will have combat statistics that are derived from the unit's type and size. Statistics are as follows:
- Health - hit Points, affected by size and morale.
- Type - unit's combat type. Categories can be Infantry, Cavalry, Scouts, naval, Siege, Archers, Special forces, or skirmishers.
- Attack rating - base number that a unit needs to damage an opposing force; modified positively by commanders, heroes, size, and morale. negatively modified by terrain and opposing force defense rating (the Lower, the Better).
- Damage Rating - Base number that a unit inflicts as damage to an opposing force of an attack is successful (the higher, the better).
- Defense rating - base number that a unit needs to resist an oppose force's attack; modified positively by commanders, heroes, bunkers, forts, and terrain. negatively modified by terrain and size (The higher, the Better).
- Movement Rating - Base number of hexagons that a unit can cover in a single turn. Positively modified by morale, commander, and terrain. Negatively modified by morale, damage sustained, and terrain.
- Morale - Base number that unit needs to achieve or below on 2D10, in order to not experience desertion or statistic losses.
- Name of Commander for identification purposes.
D. Baseline Combat Statistics for each Unit Type are as follows:
NOTE: Units can perform one of five actions per turn. A unit can:
NOTE: Units can perform one of five actions per turn. A unit can:
- Move
- Attack
- Half Move & Attack (Applies -4 to strike on first hit.) (Note: Scouts do not get penalty)
- Activate Special ability
- Refit (If available in base camp)
E. Each Type of Unit has 3 distinguishing abilities they can do to modify damage, or control the battlefield. Each ability takes a turn, unless otherwise noted.
Clarification notes:
Clarification notes:
- A Special Forces Unit's Sabotage ability applies a debuff of 1d6 to one unit statistic of the target unit. This debuff lasts for 2 full days (4 turns). The number of unit statistics that are debuffed, and the number of days that the debuff persists is proportionally increased by the number of heroes assigned to the stealth unit. Note that the special forces unit cannot attack while stealthed.
- Scout units can lay two traps per number of heroes assigned to that individual scout unit. a scout unit loses its expanded vision while laying traps. It assumes a vision of 3 while doing so. Laying traps takes 1 full day.
- Cavalry Note: Cavalry that use their push technique on an enemy force, and bring them into contact with a friendly force, will invoke an attack of opportunity for the friendly force.
- Siege Note: Artillery Units must have vision on a hex designated by Fixed targeting in order to receive the attack of opportunity. Special Forces.
- Special Forces note: Guerilla Warfare allows these units to ignore attacks of opportunity from push, or being walled in, and rear attacks bonuses given to enemies against them (the special Forces unit).
F. Every Unit can assume a special designation that is determined by the Commander's Talents. Modifications must be completed during a rest and refit phase at a unit's base camp. Certain conditions will allow in theater of war modifications, such as a unit with supply chain management. Bonuses, Penalties, and Requirements for Modifications are as follows:
1) Heavy Designation:
- Heavy armaments available.
- 48 hours to refit.
- A hero assigned to the unit has a smithing proficiency.
2) Light Designation:
- Light armaments available.
- 48 hours to refit.
- A Hero assigned to the unit has the Engineering proficiency.
3) Elite Designation:
- A Hero assigned to the unit is a Lieutenant Colonel officer or above.
- At least one hero assigned to the unit has seen combat within last year.
- Unit has participated in destroying an opposing unit during current engagement.
- Unit has achieved a critical strike against an opposing force during current engagement.
4) Legendary Designation:
- A Hero assigned to the unit is a general officer or above.
- At least one hero assigned to the unit has seen combat within last year.
- Unit has participated in destroying an opposing unit within last 90 days.
- Unit inflicted more than 20% of the damage on an opposing unit during current engagement.
- Unit as achieved 3 Critical strikes against an opposing force during current engagement.
5) Vanguard Designation:
- Heavy armaments available.
- 4 turns to refit (2 days).
- hero assigned to unit with a defensive military strategy.
- Unit does not move more than 10 hexagons from designated area, other unit, or structure it protects.
G. A unit can have a maximum of one hero per its combat size. heroes assigned to a unit with the relative military strategy for that unit type will modify its combat statistics as follows:
H. heroes assigned to a unit with the relative military strategy for that unit type can further modify the unit with their status. The Hero's rank or social status will further modify a unit's combat statistics as follows:
NOTE: Hero status modifications are mutually exclusive with Each other. Heroes Will select the best one they qualify for.
NOTE: Hero status modifications are mutually exclusive with Each other. Heroes Will select the best one they qualify for.
I: Heroes that are assigned to a unit, but lack the relative military strategy can still contribute to a unit's success. Each hero has class special abilities that it can activate once every 3 days, unless otherwise noted below.
J. Adverse Terrain will affect a Unit's movement Rate as follows:
NOTE: Preferred Terrain: gives the Unit commander a -4 bonus on initiative, Plus an addition -1 for every additional hero after the unit commander.
- A number under the preferred type indicates a movement penalty.
Resolving Combat
A Day on the Battlefield. Every unit has 2 actions per round. Each Action represents a 12 hour block of time. Thus, 2 turns equal 1 full day. All turns follow the following sequence of events:
- Determine Initiative Order.
- Player declares their unit's action.
- Determine actions as necessary.
- Conduct movements.
- conduct attacks.
- Begin second half of day.
1) INITIATIVE.
Initiative is modified as follows:
SIZE.
UNIT TYPE.
Initiative is modified as follows:
SIZE.
- Add a +2 penalty per unit size above Platoon.
- Squads receive a -2 bonus.
- Platoons receive a -1 bonus.
UNIT TYPE.
- infantry: -2 Bonus
- Cavalry: +3 Penalty
- Siege: +5 penalty
- Special Forces: -4 Bonus
- Archers: -2 Bonus
- Skirmishers: No Bonus or penalty
- Scouts: -4 Bonus
- Naval: +5 penalty
2) PLAYER DECLARES ACTIONS.
The combat round. A Unit can conduct one of the following per action when its initiative turn comes up:
The combat round. A Unit can conduct one of the following per action when its initiative turn comes up:
- Move. The Unit can move its designated Paces determined by terrain.
- Attack. The Unit can engage in combat with enemy units within range.
- Move & Attack. The unit can move & attack with a -4 attack penalty on first attack (Scouts do not get this penalty)
- Activate ability. The Unit can activate a special ability and execute it. Abilities can only happen once a day.
- Refit. Re-designate unit to light, heavy or standard if in base camp. Armaments must be available.
3) DETERMINE ACTIONS AS NECESSARY.
Unit actions to determine:
Unit actions to determine:
- If Unit is already engaged in combat from a previous round, then resolve combat.
- If unit previously declared rest & Refit from previous round, then resolve rest and refit.
4) CONDUCT MOVEMENTS.
if a unit had no previous engagement, determine as follows:
if a unit had no previous engagement, determine as follows:
- Determine the terrain that unit is traversing.
- Determine if terrain affects unit's movement rate.
- conduct movements as desired.
- DM will check for conditions enroute, such as traps, ambushes, or etc (These will be visible only to DM, on DM may layer.
- If unit is within combat range, it can attack at end of its move.
5) CONDUCT ATTACKS.
if a unit can attack an enemy force, determine as follows:
if a unit can attack an enemy force, determine as follows:
- melee Units will move to within 1 hexagon of an opposing force to attack. Ranged units can attack at their range as follows.
- Archers: Can be within 4 hexagons of an enemy force to attack.
- Siege: Determined by Artillery Type. Standard pieces allow strikes within 12K feet (Approx 2 miles) - determined by map scale.
- Mounted archers: can be within 2 hexagons of an enemy to attack, then move up to 4 Hexagons away.
- Cavalry: can be at their max distance to charge. If not charging, must be in melee range.
- Special forces: must be within melee range (one hexagon) to attack. however, special forces can still move after an attack, up to 6 hexagons away.
6) BEGIN SECOND HALF OF DAY.
At the end of all actions, the 2nd 12 hours of the day begins. The cycle begins again. Important points to note on 2nd half events.
At the end of all actions, the 2nd 12 hours of the day begins. The cycle begins again. Important points to note on 2nd half events.
- Units can conduct operations for both turns in a three day period at no penalty.
- Units that conduct movement or attacks on the 4th or subsequent day (8th turn) without rest, will suffer a cumulative -2 penalty to all game mechanics, including morale per turn.