From Civ QM, 1 Month ago, written in Plain Text.
Embed
Hits: 50
1. Combat will be divided in 3 phases: Maneuver, Fire and Shock. In every phase, the opposing players would have to roll dice.
2. These dice are modified by multiple factors, like the units own stats and their equipment, so constantly improving these will help you win battles against your enemies.
3. The following math is rounded to multiples of 5, adding or diminishing as necessary. (Ex, 42%=>40%, 43%=>45%, 68%=>70%, 96%=>95%)
4.
5. Maneuver represents the movements before the battle, positioning and battle preparations.
6. Having a better Maneuver roll than your opponents can give benefits to your next rolls.
7. For every 4 points of difference between the rolls, rounded up, you would get a +1 modifier on the following battle phases (Rounded up).
8. (Ex, you get 18 maneuver and your enemy 8, so the 10 point difference would mean you get 2.5 = +3 on following rolls)
9.
10. Next is the fire phase. The units exchange shots to weaken the enemies before the main clash happens.
11. Both players roll the dice to see how their ranged units performed, and add their respective fire and equipment modifiers.
12. Every point of the dice provides a flat 2% damage to the enemy unit, with each point of difference with the opposing roll doing bonus 2% damage.
13. (Ex, you get 14 and your enemy 8. Your enemy causes you 16%=>15% damage to your units, while you cause 28% + 12%  damage (40% total) thanks to having a superior dice). Melee units use their fire stat as a modifier to their roll, and use it to protect themselves, with each point a flat 1% damage reduction.
14.
15. The final phase of the battle is shock, and is the moment where the units clash with each other.
16. As before, both players roll the dice to see how their melee units performed in the ensuing close combat, and add their respective shock and equipment modifiers.
17. Every point of the dice does a flat 3% damage, and each point of difference with the opposing roll does a bonus 2% damage.
18. (Ex, you roll 13 and your enemy 8. Your enemy causes 24%=>25% of damage to your units, while you cause 39% + 10% damage (49% -> 50% total) thanks to having a superior dice).  Ranged units roll shock and deal flat 2% damage per point and use their maneuver stat to reduce their own damage in this phase, with each point giving a flat 3% damage reduction.
19.
20. If after these 3 steps all units from one side are destroyed, the player with remaining units is the winner.
21. If there are still units on both sides, the players can decide to continue the fight, restarting from the maneuver phase, or retire from battle for the time being.
22. The fleeing playerâ€™s army would suffer an extra 5% of casualties for each maneuver bonus the other player had, as his units chase down the troops who donâ€™t manage to flee in time.
23. (Ex, having a bonus of 3 from the maneuver phase means the retiring enemy suffers an extra 15% casualties to his units).
24.
25. As units get damaged, they receive penalties for their lack of troops as it follows:
26. >100% strength: 0
27. >80% strength: -1
28. >60% strength: -2
29. >40% strength: -3
30. >20% strength: -4
31.
32. Units:
33.
34. A unit represents a group of soldiers who work as a cohesive military body.
35. Each unit is different from each other, determined by their race and equipment.
36. The different types of units have different stats, which determine their effectiveness on the different phases of combat.
37. These stats are Fire, Shock and Maneuver.
38.
39. Fire represents the ability to shoot at the enemy with precision and/or quantity.
40. Shock represents the ability to fight at close range.
41. Maneuver represents the ability of units to position themselves in the battlefield.
42.
43. There are 3 types of military units: ranged, melee and mixed.
44.
45. >Ranged units represent troops that rely primarily on hitting the enemy from afar.
46. Usually carrying lighter armors, these units excel at long distances but have a hard time fighting head on against purely melee units.
47. They usually have negative modifiers to their shock. Ranged units use their Maneuver stat to reduce damage in the shock phase.
48.
49. >Melee units rely primarily on close combat and staying power.
50. Usually carrying heavier armors to protect themselves against enemy projectiles, these units use their fire stat to protect themselves against enemy proyectiles.
51.
52. >Mixed units represent troops that can perform both roles, some examples being javelineers or skirmishers.
53. These units perform reasonably either on the fire and the shock phases of combat, and are versatile enough to be the backbone of any army.
54. However, mixed units have reduced damage bonus against enemies.
55.
56. Each unit represents 20 troops working together.
57.
58. Unit ranks:
59. >Amateurs (-2)
60. >Recruits (-1)
61. >Regulars (0)
62. >Experienced (+1)
63. >Veteran (+2)
64.
65. Morale, on the other hand, ranges from good to bad, and applies a +1 or -1 modifier as it corresponds.
66. In normal circumstances, morale does not give a bonus or malus.
67.
68. Defense:
69. Defenses work as a shield for your units in siege battles.
70. They must be destroyed first by the enemy troops before they can target the protected units behind them.
71. They take much reduced damage from ranged units (1% per point).
72. Any unit attacking from behind a defence will get a +1 bonus to fire and will use fire rolls each phase if it has ranged weapons.
73.
74. Any improvement to the defences of a fortress or a town will be additive, so a settlement with various defense layers can have over 100% structural integrity.
75. Some examples of defenses.
76.
77. >Outpost: 40% strength.
78. >Palisade: 80% strength.
79. >Watchtowers: 50% strength.
80.
81. Traps on the other hand can also be built, but these work differently from normal defenses.
82. Traps instead work either debuffing the enemy troops or outright killing them.
83. These will depend on the roll of a dice to see the outcome. Some examples:
84.
85. >Spike pits: Roll 1d8 - unit maneuver. Deal 10% damage per point to a single enemy unit.
86. Will only activate once, and targets in the following order: Mixed > Melee > Ranged.
87.
88. >Moats: Roll 1d3-1. Reduce enemy army maneuver by 1 per point.
89.
90.
91. Unit tags:
92.
93. Melee Tags:
94. >Light: +2 maneuver bonus on harsh terrain. +1 Shock against Mixed. As long as the army has maneuver bonus, use maneuver stat to reduce damage on shock phase.
95. >Medium: +2 Fire against Mixed. +1 Shock against Mixed.
96. >Heavy: +2 Fire against Ranged. +2 Shock against Melee and Ranged.
97.
98. Mixed Tags:
99. >Skirmisher: +1 maneuver bonus on harsh terrain. +1 Fire against Heavy and Ranged.
100. As long as the army has maneuver bonus, use maneuver stat to reduce damage on fire phase.
101. >Heavy Skirmisher: +2 Fire against Light and Medium.
102.
103.
104. Ranged Tags:
105. >Archer: +1 Fire against Melee.
106. >Heavy Archer: Deals bonus 2% damage during Fire phase from roll difference.
107. >Harasser: +1 Fire against Mixed. +1 maneuver bonus on harsh terrain.
108.
109. Universal Tags:
110. >Armored: Bonus flat damage reduction (1%) from rolls in fire and shock phase.
111. >Siege: +2 to Fire and Shock against defenses. Deals double damage against them.
112. >Stealth: As long as the army has the maneuver bonus, -6 to enemy fire stat for ranged and mixed units fighting the stealthed unit.
113. >Elemental: Elemental units pierce armor against any unit.
114. >Flying: Enemy melee units receive -2 debuff when fighting this unit. Isnâ€™t affected by terrain.
115. >Mounted: +2 maneuver bonus on flatlands. Use maneuver stat to reduce damage on shock (ranged) or fire (melee and mixed) phase.
116. >Beast: +1 maneuver on flatlands. +1 maneuver if battle is happening in wildlands.
117. >Charger: As long as the army has maneuver bonus, get +2 shock. If Mounted, bonus improved to +4.
118. >Ambusher: At the start of a battle, roll a D6 with +1 bonus if fighting on harsh terrain or controlled territory.
119. On a 6, the successful unit can attack an enemy unit before the battle starts without receiving damage.
120. This roll is considered for all units with the ambusher tag in the army. Only happens once per battle.
121. >Polearms: +3 Shock against Mounted. (Only for melee and mixed units). -2 to Fire.
122. >Defender: +2 to Fire while behind defences. +1 to all stats while fighting in controlled territory
123. >Arcane: Takes no bonus damage from any source, no matter the roll difference.
124.
125.
126. List of Units:
127. >Paleolithic militia: The starting point for all tribes.
128. These primitive troops are armed with clubs, stone weapons and any suitable stone they can find in the field.
129. Mixed Skirmisher: [-3/-2/1]
130.
131. >Nomadic Hunters: The nomad lifestyle has created skillful groups of hunters that use coordination and mobility to catch their prey.
132. Mixed Skirmisher: [-1/-3/2]
133.
134.
135.
136.
137.
138.