Difference between revisions of "Mechanics"
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== Current Mechanics == |
== Current Mechanics == |
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Anything labelled as current is C3 mechanics, so grain of salt with the mapping and such --[[User:Knightmare|Knightmare]] ([[User talk:Knightmare|talk]]) 23:22, 17 November 2024 (EST) |
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=== ''''Game Overview'''' === |
=== ''''Game Overview'''' === |
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==== '''The Flow''' ==== |
==== '''The Flow''' ==== |
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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. |
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. |
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==== '''The Map''' ==== |
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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). |
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==== '''Order Types''' ==== |
==== '''Order Types''' ==== |
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===== ''Hold Position'' ===== |
===== ''Hold Position'' ===== |
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''Note this might be renamed to "Dig in" or similar shortly'' |
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Hold Position is technically classified as a base order type, however its benefits only apply to infantry. Holding position removes the option to spend speed for movement, however it grants infantry +3 '''[[#Defence and Armour|Defence]]''' stat after maintaining Hold Position Order for 1 Round |
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===== ''Maneuver'' ===== |
===== ''Maneuver'' ===== |
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==== '''Movement''' ==== |
==== '''Movement''' ==== |
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Movement is determined by your unit's speed, with one speed gaining you one tile of movement under all orders except '''[[#Maneuver|Maneuver]]'''. Tiles are made up of 12 inch squares in TTS, so for every one tile of movement, you get 12 inches to spend in |
Movement is determined by your unit's speed, with one speed gaining you one tile of movement under all orders except '''[[#Maneuver|Maneuver]]'''. 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. Operating under the '''Maneuver''' order type will doubles the speed to tile conversion, so for every speed you have you can gain two tiles of movement, or 24 inches. Examples can be found under the '''[[#Maneuver|Maneuver]]''' subheading. While moving, you will be subject to attack from the enemy and will engage in attacks if your order type allows. |
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==== '''Attack Resolution''' ==== |
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==== '''Damage''' ==== |
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==== '''Defence and Armour''' ==== |
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Revision as of 00:22, 18 November 2024
Current Mechanics
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 is 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).
Order Types
There are four base order types, Advance, Assault, Hold Position, and Maneuver.
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.
Assault
Assault is used to push enemy units out of a location, it moves at standard pace, however it changes attack resolution. Assault 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 this might be renamed to "Dig in" or similar shortly
Hold Position is technically classified as a base order type, however its benefits only apply to infantry. Holding position removes the option to spend speed for movement, however it grants infantry +3 Defence stat after maintaining Hold Position Order for 1 Round
Maneuver
Movement
Movement is determined by your unit's speed, with one speed gaining you one tile of movement under all orders except Maneuver. 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. Operating under the Maneuver order type will doubles the speed to tile conversion, so for every speed you have you can gain two tiles of movement, or 24 inches. Examples can be found under the Maneuver subheading. While moving, you will be subject to attack from the enemy and will engage in attacks if your order type allows.
Attack Resolution
Damage
Defence and Armour