| Manifest Destiny (Discussion) | |
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+24Isabel Tenorio Tubby McChubbles Sir Celdiur Moriendor Marcus the Shadow Fighter MitchyMatt Centurion1 Saeros DiabloDude Pravenstern Iskar Sir Aranor Wolfarmin dowpride Azlanek Ser Varys Daedr0th Curanthir Slopsen SimplePlan96 Lokloklok Knight Silaric Kamos Psychozoa Mordred 28 posters |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 2:20 am | |
| Tweaked in that they need to be bought before the battle. I just used Battle Standards as a name, though in reality they can be anything the Order wants these command gadgets to be. The Dragons for instance would likely use bagpipes.
@Marcus; I realise it can see big at the moment, but most if it is just explaining what the few lines of rules actually mean. I hope that it is more or less self explanatory. | |
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Tubby McChubbles Grandmaster
Posts : 892 Join date : 2011-11-16
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 2:24 am | |
| At this rate I won't be doing any RP at all, just number-crunching About turning 180 costing a move, what about lesser turns or attack angles? any effect? | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 2:30 am | |
| Nope, with units just having 1 or 2 actions a round we wouldn't have any movement at all if we had more strenuous turning costs. Battles should have the ability to be mobile and flow if their commanders want it, and having turning costs would constrain this too much.
That said you do get bonus's for flank attacks and rear attacks. We can say that a unit will automatically turn to face their opponent (unless an order against this is given, ie if they are facing down a bigger threat to the front). | |
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Saeros Voice of the Nobility
Posts : 1863 Join date : 2011-08-22 Location : Avernus
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 2:45 am | |
| I was preparing a list with standard formations with their intended effects for easy use in battle, but my numbers paled in comparison to the new rules.Nevertheless I'd like to ask: will our formations have a palpable effect on those rules?
For example:
Wide staggered line: more vulnerable to charges, but no costs for 180 turn. Testudo: double mobility costs (nearly impossible to do a 180° turn) Shield wall: charge defense bonus, mobility costs.
etc.
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Tubby McChubbles Grandmaster
Posts : 892 Join date : 2011-11-16
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 3:04 am | |
| Just please don't do the movie thing and make testudo an offensive formation. | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 3:08 am | |
| Would these be formations open to everyone? I am happy to create a list with modifiers / requirements for each one. | |
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Saeros Voice of the Nobility
Posts : 1863 Join date : 2011-08-22 Location : Avernus
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 3:20 am | |
| The idea was to make a standard list of the most common formations and with their intended effects, so that both players and gms could use them with more ease and know what to expect. Very much as templates.
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 3:42 am | |
| Works for me | |
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Pravenstern Knight
Posts : 1632 Join date : 2011-08-20 Location : Finland
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 4:52 am | |
| Perhaps the Battle rules list should also be given the unit stat lists? | |
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dowpride Knight
Posts : 375 Join date : 2011-09-01
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 8:29 am | |
| so when does the hardcore strategy game come out? as well done and fun as this will be, i think gary grisbys war in the east is easier to understand on first glimpse... | |
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Iskar Peasant turned Lord
Posts : 4142 Join date : 2011-08-19 Age : 36 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 8:44 am | |
| In fact the battle rules aren't that complicated. Especially the formulae to calculate the outcome of fights are rather for the host of the event than for the players, so when fighting a battle you won't have to do horrendous calculations all the time. | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Tue Feb 28, 2012 8:52 am | |
| - dowpride wrote:
- so when does the hardcore strategy game come out? as well done and fun as this will be, i think gary grisbys war in the east is easier to understand on first glimpse...
Just look at all the rulebooks that games like AD&D use, and that is for just one character or a party. This is for entire armies and is actually very simplified. - Pravenstern wrote:
- Perhaps the Battle rules list should also be given the unit stat lists?
I suspect that the Orders want to keep their particular stats and traits secret, so for the time being only the GM's know them. If you want them to be publicly available it would be easier for me as I can just keep it all in one place | |
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Slopsen Knight
Posts : 918 Join date : 2011-10-16
| Subject: Re: Manifest Destiny (Discussion) Sun Mar 04, 2012 10:09 pm | |
| what if you just used the rules from warhammer 40k/fantasy? | |
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Azlanek Grandmaster
Posts : 1141 Join date : 2011-08-19 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Mon Mar 05, 2012 8:02 am | |
| Rolling dice to hit, wound and then a saving throw for armor, followed by a moral test of the losing side in the melee? I don't think that would work for us here. | |
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dowpride Knight
Posts : 375 Join date : 2011-09-01
| Subject: Re: Manifest Destiny (Discussion) Mon Mar 05, 2012 8:36 am | |
| plus add in all sorts of contributing factors... ugh that would be a bugger to do. | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Thu Mar 29, 2012 4:40 am | |
| Please note, changes to some buildings as below;
It has come to my attention that the buildings granting a weekly influence bonus
a) have very little effect as the bonus is only 1 per week at base level and 3 per week on a higher level b) cause unnecessarily much work for me when doing the influence stuff
Actually a sheriff or a town watch should be a natural thing to build in a castle or town, but as it stands now, they are rather useless and not really worth wasting a construction slot. Therefore I suggest changing their effects in order to make them worthwhile:
* Influence Bonus Removed * 2nd tier of Sheriff introduced
Sheriff - +10% counter espionage, +1 command in defense battles due to intelligence Sentry Outposts - +20% counter espionage, +2 command in defense battles
Town Watch - +10% counter espionage, 100 free militia soldiers in defense battles City Watch - +20% counter espionage, 200 free militia soldiers in defense battles
Info Sheet updated. Thanks Iskar for the suggestions!
Last edited by Mordred on Thu Mar 29, 2012 4:46 am; edited 1 time in total | |
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Iskar Peasant turned Lord
Posts : 4142 Join date : 2011-08-19 Age : 36 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Thu Mar 29, 2012 4:46 am | |
| Heh, you outright plagiarised me. I'll call in the Dawn, I'm sure plagiarism is some form of heresy... Btw, have you updated the sheet in regard to farms being available on steppes, too?
Last edited by Iskar on Thu Mar 29, 2012 4:47 am; edited 1 time in total | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Thu Mar 29, 2012 4:46 am | |
| *Cough* referenced *cough* | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Thu Apr 12, 2012 3:35 am | |
| Note;
Garrison requirements and rules removed entirely. Too much micromanagement and no gain. | |
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Psychozoa Knight
Posts : 742 Join date : 2011-09-06 Age : 37 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Sat Apr 14, 2012 3:31 am | |
| Just to be sure, we don't need Garrisons anymore to keep the Influence from falling in provinces where we got to aristocratic level? | |
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Mordred Dragon of the North
Posts : 2518 Join date : 2011-08-19 Age : 38 Location : London
| Subject: Re: Manifest Destiny (Discussion) Sat Apr 14, 2012 4:13 am | |
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Iskar Peasant turned Lord
Posts : 4142 Join date : 2011-08-19 Age : 36 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Sat Apr 14, 2012 11:37 pm | |
| I am still waiting for castle names from the Griffon, the Dragon and the Gauntlet and the two new castles of the Legion need to be named, too.
(cf. the table in "The Throne Room Map") | |
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Iskar Peasant turned Lord
Posts : 4142 Join date : 2011-08-19 Age : 36 Location : Germany
| Subject: Re: Manifest Destiny (Discussion) Thu May 03, 2012 11:39 pm | |
| Due to Mordred being very busy, the Dragon's castles are now open for your suggestions. You can find them listed in the Throne Room Map thread. I'm looking forward to your ideas | |
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Slopsen Knight
Posts : 918 Join date : 2011-10-16
| Subject: Re: Manifest Destiny (Discussion) Fri May 04, 2012 12:13 am | |
| Dragon-talons hold
Winterbane castle
Holdfast keep
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Pravenstern Knight
Posts : 1632 Join date : 2011-08-20 Location : Finland
| Subject: Re: Manifest Destiny (Discussion) Fri May 04, 2012 1:21 am | |
| Scalefort Blizzard's Stronghold That-one-castle-in-the-middle-of-nowhere Mastifus' Shield Fort Pride Spear Keep Granite Pass Castle | |
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