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DispatchBulletinPolicy

by New rodack. . 45 reads.

Ridgefield Military Revamp

Cultural Curator: New rodack


Military Overhaul and Details

All ground troops will be assigned attack (ATK) and defense (DEF) values 1-10 which will give certain bonuses depending on the army composition. For example, regular infantry has a DEF value of 8 and ATK value of 5; if an army was made up of 80% infantry that army would gain a +8 to DEF but only a +5 to ATK. All troop types and values can be found in a document.

Stages to Combat

There will be three stages to ground combat: Skirmish, Fire Fight, and Charge. Skirmish is the first stage and involves any troops with the (Mobile) value. Two opposing dice rolls will be made with modifiers and the player who gets the higher dice roll will gain a +2 bonus in the next two stages of combat. If one side lacks troops with the (Mobile) value the player who has access to them automatically wins, and if neither side has them Skirmish is skipped over completely.

Fire Fight involves all non-mobile troops with the players rolling two opposing attack rolls with modifiers. The player who gets a higher roll will inflict casualties equal to half of the difference then converted to a percentage. I.E. If it’s a 20 against a 10 the casualties taken by the losing side will be 5%.

Charge can involve all troops with the exception of Artillery; Charge will have two opposing rolls this time with the non-charging player using DEF values and the charging player using ATK values. The player charging can pick and choose how many and which troops do so, while the defending player will gain benefits from their entire army. Charging players also do not gain any modifiers from terrain or fortifications, and suffer 50% more casualties when they lose rolls. If the charging player wins three rolls in a row they can force the battle to end and declare victory.

Air Battles

Airplanes are given separate rolls as they have no DEF value and cannot be attacked by ground troops. During any point of battle a player can decide to engage the ground forces, inflicting casualties based on a simple dice roll with modifiers. This roll will inflict casualties just like the ground battle but no opposing roll can be made. The defending player however can choose to engage the attacking air force; disrupting their ground attack and forcing an air battle. In this battle two attacking rolls will be made and casualties will be inflicted just like ground casualties are.

Bombing raids are unique to Bombers and can be used to increase war exhaustion or turn the tide of battle in the players favor. Bombers can be separated into groups of 300, any groups with a lower number cannot do bombing raids but can engage in combat. Bombers can be sent on one of two missions every week, either they can target civilian structures or military structures. Targeting civilian structures will increase war exhaustion, but will cause extra casualties if there is a significant Anti-Air presence. Military structures can be used to soften fortifications outside of battle, but again can incur casualties if the enemy deploys mobile Anti-Air. The effects of the raid will be decided by a d20 + 5 if it’s a civilian target; the war exhaustion increase is calculated by taking the number rolled and dividing it by 10. If it’s a military target a flat 1d4 will be used to see how effective the raid is against the defenses, if a fort gives a +3 bonus to the defenders and a bomber bombs it with a 2 on the d4 the fort bonus will be reduced to a +1 instead.

Trench Warfare and Overwhelming Numbers

If one side has significantly more total troops than the other they may gain modifiers to both ATK and DEF. This bonus is equal to how many times the size of the smaller force + 50% can be multiplied to equal to the larger force. So, if there was a fight between a 100,000 large army and a 10,000 large army the 100,000 army would get a +6 bonus to ATK and DEF.

As a battle rages on engineers of each opposing army will be digging trenches to secure their position. For the skirmish phase and every firefight phase that occurs each side will gain a +1 to DEF rolls.

Troop Values

Awful: 1-2

Bad: 3-4

Okay: 5-6

Good: 7-8

Great: 9

Amazing: 10

Infantry - Good DEF Okay ATK

Cavalry - Bad DEF Okay ATK (Mobile)

Artillery - Awful DEF Great ATK (Cannot charge)

Airplanes:

Bombers - Okay ATK (Bombing Raids) (Can only target ground troops)

Close Air Support - Great ATK (Half ATK value against air targets)

Fighters - Good ATK

Tanks - Okay DEF Amazing ATK (Mobile)

Motorized Infantry - Okay DEF Good ATK (Mobile)


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