Warfare (Strategic Mode) (Ignore this!)

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Warfare (Strategic Mode) (Ignore this!) Empty Warfare (Strategic Mode) (Ignore this!)

Post by Quantum Rain on Wed Oct 01, 2014 4:12 am


Warfare is one of the basic mechanics that other nations interact with each other by. The other being Influence and the third being role playing of course. Warfare can be used to vassalize other nations, conquer provinces from them, intervene in an already existing war, and so on and so forth. It is a potentially very powerful tool, but it has its limits in terms of your economic and defense forces stats. Don’t overextend yourself too much, and don't antagonize your neighbors too much.

Movement Rules:

Standing armies can move about the world rather freely, with some exceptions. Standing armies have a set number of moves they can make each day, and terrain can affect that in different ways. A standing army has two movement points. When moving from one province to the next, minus any rivers, channels, or other terrain they would need to cross, that will take up one movement point. Crossing Rivers takes up two movement points. Channels cannot normally be crossed, but are treated as sea provinces. This will be explained later. Later on there will be other terrain modifications once the terrain map is completed (if ever).

Provinces bordering the ocean are sea provinces. Standing Armies stationed on said provinces can invade any other province of nearby landmasses with relative impunity. The number of landmasses the direct line of their path would run across increases the number of days (by 1 each time) it would take for that army to arrive at their destination, so invading far-away landmasses is generally a difficult action to perform. (The landmasses can intercept the direct line more than once.) Otherwise, moving across oceans will take all movement points and one day normally before arriving at said sea province.

Provinces next to channels follow similar rules, but channels function differently than open sea does. Provinces at the mouth of a channel function like normal sea provinces, but provinces further in the middle cannot be reached normally. A player must control a province at either end of a channel in order to move about it more freely. If a player controls a province on both sides of the channel, it can be navigated like a river.

Armies cannot directly invade a capital province that borders the sea. Armies can be intercepted by other enemy armies during their transition if the enemy sends their army along the same path. Combat must be resolved in the Quick Resolve system, and terrain advantages are removed. This is considered to be a sea battle.

Initiating Combat:

You can initiate combat with an enemy player by moving onto one of their controlled provinces with one of your standing armies. (Bear in mind the movement rules given beforehand.) Once you have done so, both players must decide what amount of Defense Forces they are going to devote to the battle and what method they wish to use to resolve the combat instance. (Defending players can reinforce provinces with armies that neighbor it as well, but it uses up their movement point for that day.)

The first method is using the Quick Resolve system. It utilizes the stats of all involved nations, combines them, and then gives an output. It also commits the battle into stages, allowing the attacker or defender to retreat from the combat scene if they so desire. It is the fastest and simplest way to resolving the instance.

The second method is using the Tactical Resolve system, otherwise, the OpenRA mod for this RP. Not all nations have units in the mod, so some will force you to use the Quick Resolve system in times of war. This method allows you to come up with an army composition based on the amount of forces you devoted to the battle, and then fight eachother in a tactical setting. Whoever decides to retreat (by moving to the edge of the map and surrendering), or whoever loses all of their forces, their opponent(s) are declared the winner of the engagement.

The third method requires cooperation between the involved players. You may roleplay the ending out, if you require a battle to go a certain way for the purposes of story. Roleplaying and storylines can take precedence over game regulations at certain situations, this being one of them. A note should be made in the story event you're running that this battle was resolved this way. (Preferably, the other player(s) should post confirmation as to avoid any confusion.) If a player complains that the battle was resolved unfairly through this method, the administration, unless proof is provided, must force the players to use the previous two methods. (So take heed about that.)

Terrain Advantages:


"All endeavors call for the ability to tramp the last mile, shape the last plan, endure the last hours toil. The fight to the finish is the one... characteristic we must possess if we are to face the future as finishers." - Henry David Thoreau

"If you think people care about you or your commands, you're delusional. You have to make an impact, a legacy to be accountable to. Be the cause of a calamity or a miracle, and then you will become the symbol of the people; A true leader with authority, either through the mutual fear or love of the masses." - Mikhail Azarias
Quantum Rain
Quantum Rain

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