Difference between revisions of "Mechanics"
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Currently the map is made in Table Top Simulator (TTS), with player and enemy units and intentions placed as tokens on top of a flat map. The flat map is made of a .png of terrain and major features (anything that would reasonably show in an orbital scan), overlaid with a coordinate system breaking the map into tiles. Note that [[#Movement|Movement]] uses Euclidean geometry, nothing is bound to the grid except certain effects (See also: Artillery). |
Currently the map is made in Table Top Simulator (TTS), with player and enemy units and intentions placed as tokens on top of a flat map. The flat map is made of a .png of terrain and major features (anything that would reasonably show in an orbital scan), overlaid with a coordinate system breaking the map into tiles. Note that [[#Movement|Movement]] uses Euclidean geometry, nothing is bound to the grid except certain effects (See also: Artillery). |
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=== Base Order Types === |
=== '''Base Order Types''' === |
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Revision as of 23:53, 19 November 2024
Anything labelled as current is C3 mechanics, so grain of salt with the mapping and such --Knightmare (talk) 23:22, 17 November 2024 (EST)
Game Overview
The Flow
Each Round takes 1 week.
Players submit their intentions through either a simple text order and/or, an image of their unit on the battlemap marked by a path when moving and a stated order type.
The Map
Currently the map is made in Table Top Simulator (TTS), with player and enemy units and intentions placed as tokens on top of a flat map. The flat map is made of a .png of terrain and major features (anything that would reasonably show in an orbital scan), overlaid with a coordinate system breaking the map into tiles. Note that Movement uses Euclidean geometry, nothing is bound to the grid except certain effects (See also: Artillery).
Base Order Types
Order Types represent the intention of the players as unit commanders working together under a single goal. Do you want your unit to dig in? Attack the Enemy or Support a Push? This is how you do it. Read your unit's description to understand its role and special behaviors on the battlefield. 5 Infantry players and 3 Main Battle Tank players all working under a single ASSAULT order pointing to a hill for example, lets everyone know they intend on working together to assault a specific location from a specific direction and push the enemy presence off said hill.
A Medic attached to an assault order full of infantry lets us all know the medics will be providing aid after the battle and will keep in formation during the battle. Even if your non-combat. Add yourself to group efforts if you want to stick with friendly forces!
There are four base order types, Advance, Take and Hold, Hold Position, and Rush.
Advance
Advance is the general purpose movement and attack order type, used to move at standard pace (See also: Movement), with no special interactions involving combat or friendly units.
Take and Hold
Take and Hold is used to push enemy units out of a location, it moves at standard pace, however it changes attack resolution. Take and Hold alters attacking enemy units, it takes the damage rolled and halves it, dealing half damage to the targeted enemy, and pushing that enemy for the other half the damage. This push is calculated in inches for ground units, and full tiles for aerial units (See also: Movement).
Hold Position
Note that the c3 hold position mechanic is now an Infantry special order "Dig In"
Hold Position is the way to pass on spending speed on movement.
Rush
Operating under the Rush order type doubles the speed to tile conversion, so for every speed you have you can gain two tiles of movement, or 24 inches (See also: Movement).
Specialized Order Types
Artillery - Bombard
Saturate a grid square worth area (as determined by the map) with constant bombardment, Each round of Bombardment lowers the enemy Defence by 1 for all units inside the targeted grid area. This effect stacks for each round of bombardment. Defence can be recovered by engineers if bombardment stops using repair order type. Great for weakening a heavily defended area. Enemy in a castle on a hill? Time to Bombard it.
Artillery - Defensive Fire
Fire at close range to friendly ground forces offering them some protection from ground based enemies. +1 Defence to all friendly forces in the targeted grid. Meaning this could save a unit from damage or keep casualties lower.
Bombers - Air Strike
Set a specific target to attack. This is the only unit that can target specific enemy units on the battlefield.
Crew - Repair Subsystem
The Crew gets out of the vehicle and starts making repairs to the damaged subsystem. The armour value of the unit drops to zero while repairing, as the crew is outside the vehicle. A single crew can only repair 1 subsystem per round. Only Engineers can Repair Hits. Do note that the default "Crew" unit is only used for the crew of ground vehicles, Orbital Crew currently do not use this order type.
Engineer - Construct X
Build the indicated structure. Bridge to cross rivers, trenches for friendly forces, sandbag walls for artillery and infantry to shield from incoming fire. Razor wire to slow enemy infantry moving through or tank traps to slow vehicles. Specific effects will depend on the structure, see Structures #Player Built Structures for details.
Engineer - Repair X
Used to repair some kind of damage at the cost of Supply, Engineers must specify Hits or Subsystem repairs for vehicles. One use of repair fully repair mechanical FS units, such as the Aerospace assets, but will only repair one Hit.
Infantry - Dig In
Dig In removes the option to spend speed for movement, however it grants infantry +3 Defence stat after maintaining the Dig In Order for 1 Round.
Skirmish
Moving under this order keeps the unit mobile. -2 to attacks +3 to Defence. When endangered by enemy forces, skirmishing units will keep their distance and move away from enemy forces for a max distance of ½ of the unit's speed while maintaining max range. Great for scouting or pecking at the back line of the enemy. Only available for Light Mech and Light Vehicle Unit Types.
Movement
Movement is determined by your unit's speed, with one speed gaining you one tile of movement under all orders except Rush. Tiles are made up of 12 inch squares in TTS, so for every one tile of movement, you get 12 inches to spend in however you want. While moving, you will be subject to attack from the enemy and will engage in attacks if your order type allows.
Conflict Resolution
Damage
Defence and Armour
Line of Sight
Order Formatting
Text Orders
Visual Orders