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Bregir

Troop rules and land combat

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Land Combat and troop rules

NB: This is a first version of the rules, and they are subject to changes and balances.

Recruiting troops

To license troops, you must post a moc. This moc could be showing the troops in a relevant scene, and include some background or details of the unit (their history, tactics, weaponry, tasks, or similar); it could be a recruitment drive, an officer making plans; or similar. Number of troops recruited and location of recruitment is required.

(As with all other builds, BoBS leadership reserves the right to ask for improvements on builds not showing sufficient effort)

There is a limit to how many soldiers can be "recruited" (i.e., purchased and MOC'd) from a settlement during any MRCA period, based on the settlement's level:

Hamlet:          Can't recruit troops
Town:             10 men per MRCA
Large Town:   30 men per MRCA
City:                60 men per MRCA
Large City:      90 men per MRCA
Grand City:   180 men per MRCA
Capital City:  270 men per MRCA

Note that all troop purchases, as well as movement of troops from one location to another, are done through use of the troop form.

Below you can find the price of raising troops. Note that there is a slight discount to raising more at a time, but the upkeep is always 6DBs per MRCA per 10 men (always rounded up)

Platoon: 30DB | 10 Men | Upkeep 6DB / MRCA
Company: 80DB | 30 Men | Upkeep 18DB / MRCA
Battalion: 220DB | 90 Men | Upkeep 54DB / MRCA
Regiment 600DB | 270 Men | Upkeep 162DB / MRCA
Division: 1700DB | 810 Men | Upkeep 486DB / MRCA
Army 4500DB | 2430 Men | Upkeep 1458DB / MRCA

Moving troops

Troops can move once each turn. Either by sea or by land, but not both in the same turn.

 - By sea

When moving troops between islands, you will need the proper transports. Hence, troops will be embarked on ships that can then move during the tMRCA turns. A ship can carry troops equal to 5 * ([class] + [cargo rating]).

(Please do not fill in the troop form for the next turn before the conclusion of the previous tMRCA, as some ships (with their troops) may be diverted. Troops on sunk/captured ships will be lost/captured with the ship.)

 - By land

Troops can march overland between settlements and locations connected by land and can visit one settlement per turn. (No interrim stops)

Combat

Troops can attack once per turn. If this is in connection with sea transport, this is handled as a raid.

Land combat can be entered in any location where two (or more) opposing armies are in proximity (i.e. can reach each other over land), and can be initiated by any of the opposing armies.

  - Attacking

An attack is started by the attacker posting a build (vignette or larger) including a (short) description of the tactics employed, no later than 2 weeks before the tMRCA deadline. The post must include information on which army (and how many troops) is attacking who, and should be linked in this thread with at least two active players of the opposing faction tagged. NB: Only when all these conditions are met has an attack been initiated!

NB: If the court decides that an NPC will make an attack, it will be announced by the deadline.
A build is not required for NPCs, but any player can volunteer to build for the NPC, the build to be submitted before the tMRCA deadline. Players of allied nations (if available) of the NPC will have preference if more than one player volunteers.

- Defending

The defender has until the tMRCA deadline (two weeks) to post a counter-build defining the defense strategy. Defenders have two options: Defense or retreat.

 - Retreating
If there is somewhere to move (which means a friendly settlement to move to or enough ships to transport the troops out), the defender can decide to refuse battle. This will yield the ground to the attacker, but save the troops for another battle.
This requires no build.

 - Defending
If the defender decides to offer battle, a build (vignette or larger) must be posted with a description of the defenders tactics. NB: If no defense build is posted, the defenders will be considered overrun, and get a tactical score of 1.

NB: If the defender is an NPC, a player can volunteer to build the defense build. Again, players of allied nations will have preference if more than one volunteers.

NB: Fortresses in a settlement under attack will add their garrisons and artillery to the defense. ((Crew + Guns) * 5) will be added to troop numbers.

- Tactical score

The attacker and the defender will get each a tactical score based on their build, which will have a significant impact on combat outcome. This score is determined by court.

Tactical score is judged based on two factors:

  1. Cleverness of tactic
  2. Integration of established IC elements
    1. Terrain
      Could be forests or cliffs that are used to ambush the attackers, or particular terrain features of a settlement, island, or area. Could also be island rumours
    2. Buildings or fortifications
    3. Troops
      Troop numbers are set by the EGS, but for instance, a build may have established that some of the invested troops are hussars, and you recreate the charge of the light brigade (probably not a good idea...:pir-wink:)
    4. Etc.

These two factors can be brought together by clever tactical use of established IC elements. Please link to the elements used by the tactic. More is not better - we go for quality over quantity, so clever use of one or two elements is better than mediocre use of a multitude.

  Q: What are established IC elements?

  A: Anything that has been established by builds and stories before the attack. This means players can use existing elements, or build up elements. Examples could be building field fortifications in preparation for a potential defense, or digging siege trenches in      preparation for an attack.

Attackers get a score between 1 and 5. NPC's will default to a score of 1 unless a player volunteers to build for the NPC, in which case the score will be between 2 and 5.

Defenders will default to a tactical score of 1. If a build is submitted, the score will be between 2 and 5. NPCs will default to a score of 2, with a build raising it to 3 to 5.

Hence, it is *never* a disadvantage to submit a build.

NB: There is no size requirements or limits, although all builds have to show sufficient effort. The court reserves the right to reject any build that is deemed subpar.

- Commander skill

Commander skill ranges between 1 and 5. A commander starts at skill 1 and will gain +1 skill for each successful battle (tactical retreat or better). Accordingly, it will be decreased by -1 for the most grievous defeats. If no commander is present, a new commander will be appointed (by the relevant faction). Named commanders can be player characters or faction controlled characters.

Commander skill is applied to all troops under his command, but only one commander can be in charge of each battle (you cannot add the skill of several commanders present). Commanders can be moved similar to troops, although he takes up no troop capacity and can hence move by even the smallest of ships.

 - Combat resolution

Combat outcome is a function of the following:

  • Troop numbers
  • Tactical scores
  • Commander skill
  • Random factor (1 to 5)

A battle will rarely conclude with the total destruction of an army, but rather with some losses and a retreat. However, in some cases, unconditional surrender may be the result. The results, including losses, will be published as part of the KPA.

Note that an experienced commander scoring a high tactical score may defeat a considerably larger enemy, but that evenly matched, troop numbers will have significant impact on the outcome of a battle.

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Good stuff, all looks nice to me after a first read. :pir-thumb:

First question: nothing will change concerning attacks over water, right?

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18 minutes ago, Darnok said:

Good stuff, all looks nice to me after a first read. :pir-thumb:

First question: nothing will change concerning attacks over water, right?

So far, no. Raids are conducted as usual. We may sometime in the future align them more with land combat rules, but babysteps.

First question - what is the WTC planning? :pir-tongue:

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These are great @Bregir, and I'm glad they've made it to the Brick Seas. 

On 10/7/2020 at 2:10 PM, Bregir said:

To license troops, you must post a moc showing the troops in a relevant scene, and include some background or details of the unit (their history, tactics, weaponry, tasks, or similar). Number of troops recruited and location of recruitment is required.

(As with all other builds, BoBS leadership reserves the right to ask for improvements on builds not showing sufficient effort)

How are existing troops grandfathered into this? Do they require a MOC update, a declaration somewhere, etc.

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55 minutes ago, Mesabi said:

These are great @Bregir, and I'm glad they've made it to the Brick Seas. 

How are existing troops grandfathered into this? Do they require a MOC update, a declaration somewhere, etc.

Nope - this is just restating the current rules for raising troops. I think it might in fact be an old phrasing of the rules, as we typically allow much more leeway in what mocs can be used for raising troops. I will look at an update.

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Woot!  Yes! - kudos to the leadership for coming out with these rules - it's obvious at a glance that a lot of thought went into them and I'm really liking what I'm seeing!  Looking forward to watching these get some testing here :pir-grin: :pir-sweet:

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