Post by Warlord247 on Mar 11, 2021 16:15:12 GMT
TW IV Rules
Rules of Battle
The rules of combat for this TW are a bit complex, so I’ll try to explain them best I can. Battles will be fought over each hex, with a war being able to be fought with at most 5,000 troops per army. Troop number plays an important role. If you’re outnumbered 2-1 while defending, you will have to roll 1 higher for a successful defense. 3-1, an extra 2, 4-1 an extra 3 etc… The inverse of this also works if the defender has the advantage of numbers.
To make sure someone isn’t destroyed while offline, the defender has to roll to defend against an attack, instead of the attacker rolling. A single person cannot attack more than 1 hex at a time, however multiple people can attack multiple hexes of the same person. Just be sure to clarify the battles. Allies can also attack the same hex, which can give them a major advantage. When defending you cannot attack, however if you have a successful defense by wiping out the enemy you can attack one of the enemy hexes next to you, and your units have a plus two bonus. (meaning the once attacker now defender now has to roll at least a 9 to defend properly.)
Other effects:
Fighting on two sides: +1 to defensive roll (bad)
Surrounded: +2 to defensive roll
Formation of armies:
There are multiple types of units, meaning that battle formations are important. Each 1,000 troops makes a battalion, allowing you access to 5 battalions in total. You can form your ranks however you see fit, or you can use a pre set formation.
Formations:
Defensive, Armoured cars in front with artillery in the back
Attack, Tanks and Armoured cars intermingled in the front, infantry in the back, artillery kept further from the formation to attack any enemies that your armour can't handle.
Speed, Armoured cars with infantry. Artillery provides support fire.
Moves in battle:
You can basically do what you want, infantry charge, artillery barrage, flanking, whatever. Infantry charge can be used to get behind units (example, the enemy has Armoured cars front, but their artillery in the back is causing trouble. You charge, the don't successfully defend, and you take out their artillery, ignoring the Armoured cars.)
Since this TW uses simple hexes, there are no terrain advantages.
Recruitment:
Your starting army is all your starting hexes multiplied by 1,000. Your recruitment per page is your current hexes multiple by 250. Each unit takes a different amount of your total units, so keep that in mind.
The cost per unit is this:
Infantry:
Regular, 1
Anti artillery, 2
Anti Infantry, 2
Anti armour, 2
Commando, 5
Tanks:
Regular, 1
Anti artillery, 2
Anti armour, 2
Anti infantry, 2
Mouse, 5
Artillery:
Regular, 1
Anti artillery, 2
Anti armour, 2
Anti infantry, 2
Rocket, 5
Long range, 2
LR AA, 4
LR Anti Armour, 4
LR AI, 4
LR RA, 10
Armoured car:
Regular, 1
AC AA, 2
AC anti armour, 2
AC AI, 2
Ubercart, 5
Research:
Realistic, same time frame as Irl: 1 page
Realistic, later time frame: 2
Realistic, much later time frame: 4
Unrealistic, not op: 5
Unrealistic, op: 9
Unrealistic, very op: 24
This is all the rules, if any posts you made before, please make the proper changes (sorry for the inconvenience, I tried to make these as fast as possible. )
Rules of Battle
The rules of combat for this TW are a bit complex, so I’ll try to explain them best I can. Battles will be fought over each hex, with a war being able to be fought with at most 5,000 troops per army. Troop number plays an important role. If you’re outnumbered 2-1 while defending, you will have to roll 1 higher for a successful defense. 3-1, an extra 2, 4-1 an extra 3 etc… The inverse of this also works if the defender has the advantage of numbers.
To make sure someone isn’t destroyed while offline, the defender has to roll to defend against an attack, instead of the attacker rolling. A single person cannot attack more than 1 hex at a time, however multiple people can attack multiple hexes of the same person. Just be sure to clarify the battles. Allies can also attack the same hex, which can give them a major advantage. When defending you cannot attack, however if you have a successful defense by wiping out the enemy you can attack one of the enemy hexes next to you, and your units have a plus two bonus. (meaning the once attacker now defender now has to roll at least a 9 to defend properly.)
Other effects:
Fighting on two sides: +1 to defensive roll (bad)
Surrounded: +2 to defensive roll
Formation of armies:
There are multiple types of units, meaning that battle formations are important. Each 1,000 troops makes a battalion, allowing you access to 5 battalions in total. You can form your ranks however you see fit, or you can use a pre set formation.
Formations:
Defensive, Armoured cars in front with artillery in the back
Attack, Tanks and Armoured cars intermingled in the front, infantry in the back, artillery kept further from the formation to attack any enemies that your armour can't handle.
Speed, Armoured cars with infantry. Artillery provides support fire.
Moves in battle:
You can basically do what you want, infantry charge, artillery barrage, flanking, whatever. Infantry charge can be used to get behind units (example, the enemy has Armoured cars front, but their artillery in the back is causing trouble. You charge, the don't successfully defend, and you take out their artillery, ignoring the Armoured cars.)
Since this TW uses simple hexes, there are no terrain advantages.
Recruitment:
Your starting army is all your starting hexes multiplied by 1,000. Your recruitment per page is your current hexes multiple by 250. Each unit takes a different amount of your total units, so keep that in mind.
The cost per unit is this:
Infantry:
Regular, 1
Anti artillery, 2
Anti Infantry, 2
Anti armour, 2
Commando, 5
Tanks:
Regular, 1
Anti artillery, 2
Anti armour, 2
Anti infantry, 2
Mouse, 5
Artillery:
Regular, 1
Anti artillery, 2
Anti armour, 2
Anti infantry, 2
Rocket, 5
Long range, 2
LR AA, 4
LR Anti Armour, 4
LR AI, 4
LR RA, 10
Armoured car:
Regular, 1
AC AA, 2
AC anti armour, 2
AC AI, 2
Ubercart, 5
Research:
Realistic, same time frame as Irl: 1 page
Realistic, later time frame: 2
Realistic, much later time frame: 4
Unrealistic, not op: 5
Unrealistic, op: 9
Unrealistic, very op: 24
This is all the rules, if any posts you made before, please make the proper changes (sorry for the inconvenience, I tried to make these as fast as possible. )