Mechanics

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Revision as of 13:16, 18 November 2024 by 192.168.5.20 (talk) (→‎Rush: Added the base explination)
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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 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


Artillery - Defensive Fire


Bombers - Air Strike


Crew - Repairing


Engineer - Construct X


Engineer - Repair X


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


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