General Battles (dicewar reinvented, suggestions welcome!)
Apr 9, 2016 7:34:19 GMT
saltin and Bismarck like this
Post by NetherFreek on Apr 9, 2016 7:34:19 GMT
Hi all,
most of you know are familiar with the dice wars and saw it failing, i won't let that happen again !
But I must admit that there were some mistakes in those rules. So i reinvented it! The concept will be the same, but with a few changes.
summary of the changes:
*you control a general, every general has it's own ability which you can use everytime, so you don't control a country anymore!
*units fight against eachother, so not that confusing 100 troops against 100 or 80 against 80, but 1v1 fights.
*the battles won't be europe 1939 or something like that, but smaller scales, so you really controls a general instead of a country, the first battle will be the battle of kursk.
*no events anymore, so a gm is basically not needed (although ill be gm the first war, battle of kursk)
These changes will make it easier and it won't look exactly like the theoretical wars anymore.
What stays the same:
*the map will be a kind of chess map, remember that after each turn you got to show your positions so the others know where your troops are.
*no turns, but every troop can just move 1 hex further, or attack. (regardless of infantery and tank)
*planes, to assist your battle.
*and a lot more...
Chapters in this article.
1. introduction for the ones who aren't familiar with it
2. how to attack
3. how to move
4. units explained
5. planes explained
6. map explained
7. other strategic advantages
8. an example turn
1. introduction
In this wars you are a general in a famous war. So in the battle of kursk, be Manstein, be Zhukov, be Rokkosovsky etc...
you have to wipe out the enemy in order to win. If you ragequit (leave while losing, or without a good reason), you can't play the next war.
You can't recrute troops or research things, you have to win with the things you have in the beginning. it won't be really historically, since in the battle of kursk, germany had a lot more troops so it would automatically win.
You can use generals, planes, ground tiles and other tactics to ensure your victory! (all bonusses only work when you attack, there are no defense bonuses, so you will be triggered to attack)
2. How to attack
you attack with the dices. units attacks 1v1, so a tank can attack an infantery, artillery or another tank. When you throw higher than needed, you destroy the enemy troop, when you throw lower than needed, your troop will be destroyed.
All bonusus have to be mentioned befor the attack, otherwise they won't be valid.
3. How to Move
every troop can move 1 hex per phase, regardless of troop type, when the tile below you is a road, you can move 2 hexes
4. Units explained
there are 3 types of troops: infantery, tank and artillery.
Artillery has a range of 2, but it can't attack within a range of 1, so don't let the enemies troops come to your artillery.
for infantery you have to throw:
an 8 to destroy a tank; a 7 to destroy another infantery; a 7 to destroy an artillery
for tank you have to throw:
a 7 to destroy another tank; a 6 to destroy an infatnery; a 7 to destroy an artillery
for artillery you have to throw:
a 7 to destroy a tank; a 7 to destroy an infantery; a 7 to destroy another artillery
5. Planes explained
there are also plaines in the battles that assist you with their strikes, there are 2 types of planes.
bomber
with a bomber you can destroy a ground unit, you can use a bomber only once, when you put him into battle, you have to throw a 7, if you do so: the enemy unit (infantery,artillery,tank) will be destroyed
figther
You can use a figther to assist your ground units. you can use a fighter only once, when you put him into battle, the number you have to throw is 1 lower than usual.
This means that when you use a plane for an infantery unit, you only have to throw a 7 to destroy a tank; a 6 to destroy another infantery; a 6 to destroy an artillery.
6. Map explained
the map will be tile based. every unit can move 1 tile per turn.
there are a few tiles:
*basic tiles, no advantages
*road tile, you can move 1 hex further on a road tile
*river tile, tank and artillery can cross this tile, but infantery can't (i know this is unlogical )
*mountain tile, infantery and artillery can cross this tile, but tank can't
*jungle tile, infantery units has to throw 1 lower than usual in order to win
*deser tile, tank units have to throw 1 lower than usual in order to win
7. other strategic advantages
there are also other strategic advantages during battles, one of them are the generals. generals have a special ability which you can use during battle (when an ability is unclear to you, feel free to ask!)
also there is surrounding, which is extremely rare.
when surrounding units on 2 sides, you have to throw 2 dices lower than usual
when surrounding units on all sides, you revert the enemy unit and it will be yours!
8. How to decide the dices in the general wars
european-war-4.boards.net/thread/2108/decide-dices-general-wars
9. Action system for movement and attacking
Unlike the tw's, you dont have an certain amount of actions. So in your turn, you can just move all your units once regarding to the units movement (Gb 1 has only units with 1 movement to easier things). On road tiles, your units can move one hex further. When you move to another road tile, you can move one hex further again, and so forth. So roads are great for surrounding. Afterwards you can start attacking. You dont have to move before you start attacking, but you cant attack and then move. You can compare it with wc3 and ew4. Or even better with 3k, since there arent cities fron where you can recrute
most of you know are familiar with the dice wars and saw it failing, i won't let that happen again !
But I must admit that there were some mistakes in those rules. So i reinvented it! The concept will be the same, but with a few changes.
summary of the changes:
*you control a general, every general has it's own ability which you can use everytime, so you don't control a country anymore!
*units fight against eachother, so not that confusing 100 troops against 100 or 80 against 80, but 1v1 fights.
*the battles won't be europe 1939 or something like that, but smaller scales, so you really controls a general instead of a country, the first battle will be the battle of kursk.
*no events anymore, so a gm is basically not needed (although ill be gm the first war, battle of kursk)
These changes will make it easier and it won't look exactly like the theoretical wars anymore.
What stays the same:
*the map will be a kind of chess map, remember that after each turn you got to show your positions so the others know where your troops are.
*no turns, but every troop can just move 1 hex further, or attack. (regardless of infantery and tank)
*planes, to assist your battle.
*and a lot more...
Chapters in this article.
1. introduction for the ones who aren't familiar with it
2. how to attack
3. how to move
4. units explained
5. planes explained
6. map explained
7. other strategic advantages
8. an example turn
1. introduction
In this wars you are a general in a famous war. So in the battle of kursk, be Manstein, be Zhukov, be Rokkosovsky etc...
you have to wipe out the enemy in order to win. If you ragequit (leave while losing, or without a good reason), you can't play the next war.
You can't recrute troops or research things, you have to win with the things you have in the beginning. it won't be really historically, since in the battle of kursk, germany had a lot more troops so it would automatically win.
You can use generals, planes, ground tiles and other tactics to ensure your victory! (all bonusses only work when you attack, there are no defense bonuses, so you will be triggered to attack)
2. How to attack
you attack with the dices. units attacks 1v1, so a tank can attack an infantery, artillery or another tank. When you throw higher than needed, you destroy the enemy troop, when you throw lower than needed, your troop will be destroyed.
All bonusus have to be mentioned befor the attack, otherwise they won't be valid.
3. How to Move
every troop can move 1 hex per phase, regardless of troop type, when the tile below you is a road, you can move 2 hexes
4. Units explained
there are 3 types of troops: infantery, tank and artillery.
Artillery has a range of 2, but it can't attack within a range of 1, so don't let the enemies troops come to your artillery.
for infantery you have to throw:
an 8 to destroy a tank; a 7 to destroy another infantery; a 7 to destroy an artillery
for tank you have to throw:
a 7 to destroy another tank; a 6 to destroy an infatnery; a 7 to destroy an artillery
for artillery you have to throw:
a 7 to destroy a tank; a 7 to destroy an infantery; a 7 to destroy another artillery
5. Planes explained
there are also plaines in the battles that assist you with their strikes, there are 2 types of planes.
bomber
with a bomber you can destroy a ground unit, you can use a bomber only once, when you put him into battle, you have to throw a 7, if you do so: the enemy unit (infantery,artillery,tank) will be destroyed
figther
You can use a figther to assist your ground units. you can use a fighter only once, when you put him into battle, the number you have to throw is 1 lower than usual.
This means that when you use a plane for an infantery unit, you only have to throw a 7 to destroy a tank; a 6 to destroy another infantery; a 6 to destroy an artillery.
6. Map explained
the map will be tile based. every unit can move 1 tile per turn.
there are a few tiles:
*basic tiles, no advantages
*road tile, you can move 1 hex further on a road tile
*river tile, tank and artillery can cross this tile, but infantery can't (i know this is unlogical )
*mountain tile, infantery and artillery can cross this tile, but tank can't
*jungle tile, infantery units has to throw 1 lower than usual in order to win
*deser tile, tank units have to throw 1 lower than usual in order to win
7. other strategic advantages
there are also other strategic advantages during battles, one of them are the generals. generals have a special ability which you can use during battle (when an ability is unclear to you, feel free to ask!)
also there is surrounding, which is extremely rare.
when surrounding units on 2 sides, you have to throw 2 dices lower than usual
when surrounding units on all sides, you revert the enemy unit and it will be yours!
8. How to decide the dices in the general wars
european-war-4.boards.net/thread/2108/decide-dices-general-wars
9. Action system for movement and attacking
Unlike the tw's, you dont have an certain amount of actions. So in your turn, you can just move all your units once regarding to the units movement (Gb 1 has only units with 1 movement to easier things). On road tiles, your units can move one hex further. When you move to another road tile, you can move one hex further again, and so forth. So roads are great for surrounding. Afterwards you can start attacking. You dont have to move before you start attacking, but you cant attack and then move. You can compare it with wc3 and ew4. Or even better with 3k, since there arent cities fron where you can recrute