286e7f No.242168 [View All]
June 1775. Full-scale rebellion has broken out in the New England colonies.
In April, thousands of Massachusetts Militiamen fought British Regulars at the
battles of Lexington and Concord, pushing them back to the city of Boston.
In May, Fort Ticonderoga was captured by rebels, and Continental Congress has met again, in Philadelphia.
Armed militia gather and organise on both sides and government officials flee for safety.
There is little doubt that conflict will soon engulf the entirety of the British colonies.
The game is based upon each player playing as a General.
Most of the game is turn based [one turn lasting 4 months], all decisions/events will effectively take place during the turn.
However the military phase of the game is slightly different. A Campaign will commence once two opposing armies are in the same area.
For example, at the start of the game, the Boston Campaign is already in progress. Within the Boston Campaign, there is only the Siege of Boston, which
will count as a Campaign[as will all other sieges], and thus only have 4 small turns until the Campaign resumes next turn.
Battles will be rather short and simple as well as turn based, with a maximum of 8 turns.
The defender will always get first turn during a battle/campaign.
Note that only battles involving the player will be played by a player. Only players involved in a battle will be messaged about it.
Once a battle is over, the Campaign will resume if there are any turns left.
At the end of a turn, a General Report will be posted in the main thread, detailing events that have happened during the turn. A new map will also be posted. I'll also post a turn 0 report before the game begins to set the mood
Map code -
Dark blue - American controlled
Red - British controlled
Yellow = Major city
Green = Major fort [black centre means unoccupied]
ANYTHING within reason is allowed. Remember that you are not just a military commander, but may also be in political control of an area along with all its responsibilities.
Units will be regiment sized. Basic organisation can be Corps > Division > Brigade > Regiment
Historically most battles were at a Division or Brigade size.
Each General will receive a Personal Report, Unit Report and a "General Report" about events that have happened during the turn relating to them.
Personal Report -
Location
Rank + Commands held
Income - Amount of credits received during turn. You will receive a set amount of income depending on your rank.
Expenditure - Amount spent
Wealth Saved - Amount saved
Reputation
Manpower - amount of recruitable manpower available to the player. Each player receives manpower each turn according to his rank. Manpower can change over time[as a result of player decisions and events].
Notes[including traits]
Unit Report -
Name and role - Line, Light, Rifle, Light Cav, Dragoons, Artillery
Strength - Total number of troops [and cannon if Artillery]
Skill - from 0 to 3
Morale - from 0 - 5. Units with 0 morale will automatically rout
Upkeep - Regular units cost 1 credit per 5 men. Upkeep is the same for all units apart from militia.
Notes[including traits]
To gain access to or recruit more units, a General must either - Spend money/reputation points, and manpower[1 per 1 man]
Units take 1 turn to recruit, apart from Militia, which can be raised immediately for use during the turn,
however they will appear with 0 skill, and be expected to remain in their local area. They can also be turned into a skill 1 regular unit through money.
5 men = 1 Artillery piece
Cost to recruit in money -
Skill 1 - 1 credit per 5 men
Skill 2 - 2 credit per 5 men
Skill 3 - 3 credit per 5 men
Cost is DOUBLED for Cavalry and TRIPLED for Artillery
Cost to recruit in reputation [one regiment of 500 men, size halved for cavalry] -
Skill 1 Reg - 2 rep
Skill 2 Reg - 4 rep
Skill 3 Reg - 6 rep
Hessian "mercenaries" require no manpower, yet will require a +1 reputation point to be spent. Artillery cannot be bought through reputation.
Reputation goes from 0 to 10 and can be gained through battles or decisions/events. It can also be lost the same way. Having 0 reputation will give severe penalties
and potentially lose your position. Spending Reputation and money on certain actions/decisions will increase the likelihood of it succeeding [1-2 is enough]. Think outside the box here, anything within reason is allowed and it's up to you to decide what it is.
As for starting positions/players, players will have some points to spend to determine their start [which I will make in my second post]
I haven't included a naval aspect of the game, and I don't really intend to, however troop transportation from port to port is allowed.
Any suggestions or questions, post em
29 posts and 2 image replies omitted. Click [Open thread] to view. ____________________________
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dae2e6 No.242407
>>242406
Never played forum games tbf, except BBS/email chess, interesting to think about these types of games.
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286e7f No.242408
>>242407
They're quite fun, though as with many games, enthusiasm from players and host can drop quickly, after a couple of turns, though I did play a couple of games that had quite a lot. One reason is the host overburdens himself and burns out, another is the players lose interest after having initial enthusiasm, but there were a couple of games that had a lasting enthusiasm until the host called it off after around 8 or so turns, and it was a big game as well. I don't think processing things will take long at all in this game for the host, 4-5hours a week or two at the most, depending on players, trying to find what works is important tbqh
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dae2e6 No.242409
>>242399
>>242398
Reinforcements = current force x (#of properties ÷ 10) x (morale/10) x generals bonus
= 100 x 0.4 property x 5/10 morale ||||| + 30% maj general bonus
=
27 reinforcements
Straightforward balancing equation would make it fair.
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286e7f No.242410
>>242409
wew lad it's a bit too much for me tbh, i'd rather keep it a simple set amount subject to change by events[manpower shortage lowering it by a certain % for example]
I'll definitely be working on balancing starting positions/points today though
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dae2e6 No.242411
>>242410
Sorry lass thought that'd be easier, its how my brain works
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286e7f No.242462
>tfw can't remember what I thought about yesterday to make it balanced
smh lmao
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286e7f No.242472
>>242462
Alright so here's what I have, several options
1 is to remove rank entirely
2 is to have all starting players the same rank
3 is to balance points so that higher ranks is considerably more points etc, but I'm trying to think of a negative to being a higher rank. Obviously more points spent on rank means less points spent on other things, but I had a thought which I cannot remember fully about Maj Gen needing to spend money outside of military matters, maybe through events
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286e7f No.242474
>>242472
another option is a historical character with historical events tbh
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dae2e6 No.242499
>>242472
Hmm
Could be semi historical, events forcing history
Everybody starts as a colonel/politician/landowner with different balanced benefits?
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dae2e6 No.242500
Business man - 900c/turn, 100 man power, + something resupply based? - morale
Politician - 500c/turn, 250 manpower, + diplomacy - loyalty
Soldier - 300c, 350mp, + morale, - diplomacy
Etc
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dae2e6 No.242501
Is there a limit to moves in a turn? Could high ranks have to spend time on admin etc
Or have to pay the wages of the previous rank each turn
Or have higher maintainence costs without reason
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dae2e6 No.242502
Colonel - X money + Y men = Z points
General - 1.5X money + 1.5Y men = 2Z points
Major General - 2X money + 2Y men = 4Z points
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286e7f No.242504
>>242502
one option is colonel x1 money is 4 points, brigadier is x2 at 8 points, maj gen is x3 at 12 points, with each rank having to be forced to have a minimum number of units [1, 3, 6 respectively]. therefore at the start the colonel can have an elite unit with good stats, while the maj gen is forced to have a poorer, yet larger, force
I lean towards the idea of having no rank at all[in mechanics terms, and more as a RP title]. For example, someone with 3 units is automatically made a Brigadier General but this has no impact on the game
I don't want to overcomplicate things and the whole thing is sort of doing that tbh
>>242499
Dunno tbh, historical events would be good I think. Maybe player made characters/armies combined with historical events.
Another option is basically no income/manpower and instead have it as events/player choices. For example, taking over an area as Britain may give a couple of Loyalist units.
I kind of want a game that relies on mechanics as little as possible, instead things that happen are through player decisions and events, with the host determining the results, which I think is a more realistic and RP type of game.
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286e7f No.242505
>>242501
There's a limit of movement during a turn, I've thought about scrapping the "Campaign phase" and just having movement within a turn.
The extent to which each army moves is based upon the hosts judgement.
A "campaign" will still happen but it will be fluid, both players will be messages and they will message me about what they want to do.
When a sufficient amount of time has passed[for example, moving across the country would take a couple of months], then the turn ends.
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dae2e6 No.242506
>>242504
That first option seems good then.
If its more a re enactment then surely it defeats the rp objective? If the choices aren't going to make a real difference then isn't it like a pre written play?
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286e7f No.242507
>>242506
I don't mean historical battles or reenactment
Just mean a few minor historical events[for example, outside of the players control], as well as ahistorical ones.
Choices will definitely make a difference, that's what I intend, didn't explain it too well smh
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dae2e6 No.242508
>>242507
I thought so lad was only clarifying. Just want to make sure we can all have different strategies that are kind of equal.
I like the ideas in your last post, I'm just keen on it not being entirely at your discretion who gets reinforcements etc :^)
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dae2e6 No.242509
| Rolled 11, 75 = 86 (2d100) |
Could we roll for reinforcements?
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286e7f No.242510
>>242508
If I did remove income/manpower, then I could still keep a different reputation system for extra recruitment.
Though most of the commanders during the war had to make do with the units they had
I do sort of want to make it so that the player can reinforce through his own means, but at the same time, if there is no income/manpower mechanics, I believe it would have to be through decisions/events, which would sort of be at the hosts judgement.
>>242509
>games based upon dice
*shoots you*
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dae2e6 No.242511
| Rolled 96, 1 = 97 (2d100) |
>>242510
Recruit only in towns / farms / docks ect when the general is there, amount based on rep & current historical events?
>shoots you
*rolls for agility*
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dae2e6 No.242512
| Rolled 44, 31 = 75 (2d100) |
>>242511
So its at your discretion as to its success, but our choice to travel to a town and pressgang niggers into service
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dae2e6 No.242513
| Rolled 68, 52 = 120 (2d100) |
Like in the 4 months you could campaign or retreat and reinforce
And as you said before when capturing areas you might give recruits/prisoners
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dae2e6 No.242514
| Rolled 42, 86 = 128 (2d100) |
>>242513
Or when you hold position you can request reinforcements that you choose when and if are granted based on rep and events
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286e7f No.242515
>>242511
Dunno, the map isn't really a real mechanic, just a representative of areas controlled, for example, the major cities don't provide any game mechanic, it's just a "key" so to speak.
I'd like to have it so that a General can recruit anything realistically, for example being in the middle of Ohio would mean you're probably not going to get reinforcements soon, but you might be able to request them to travel to you. You could however choose to recruit natives.
A General could also spend rep points for units, which I sort of would like to make the main way of gaining more troops
>>242513
I like the idea of it taking 4 months/one turn for a unit to arrive as well
another thing, if a unit takes casualties, it will take time to reinforce, maybe more so if you send it to a town/port
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286e7f No.242516
>>242512
yeah, you could also have numerous other factors as well as a result of previous decisions and events
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286e7f No.242517
Btw, what should I do about starting units armies and characters? Player designed but a bit more simplified?
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dae2e6 No.242518
| Rolled 19, 3 = 22 (2d100) |
>>242515
Yeah I think I'm on the same page as you now, so if your 150 man unit took 50 fatalaties and 75 casualties it would take 2 turns to heal on the march, or could be sent to a town if there's one nearby to regen the injuries quicker and you could request troops or have the general try and recruit locally if there's a population nearby, all decided at your end on rep
Etc etc
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286e7f No.242519
>>242518
you still got dice on lad
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dae2e6 No.242520
| Rolled 98, 8 = 106 (2d100) |
>>242517
Hmm do it like the kriegspiel but with less unit choice? Maybe like medieval tw and upgrade them with some points?
Basic militia 1pt
Veteran militia 2pts
Minutemen cavalry 3pts
Vets 4pts
Etc?
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dae2e6 No.242521
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286e7f No.242522
>>242520
Yeah, maybe 4 or 5 unit types at the most
I'll still keep the old militia mechanic, that they can be recruited immediately from locals, but wont like travelling far and will perform poorly
Militia
Line
Light[if they have rifles, it could be listed under "notes"]
Cavalry[again, type of cavalry listed under notes]
Artillery
As for morale/skill, how is the current mechanic of 0-5 morale, and 0-3 skill?
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dae2e6 No.242523
>>242522
Yeah I like the unit customisation - skirmish rifles cost the same as regular line inf but have less troops, like a trait rather than separate unit options?
And the morale and skill seem good tbh, are they linked? Like a high skill troop loses morale slower?
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dae2e6 No.242524
Are you going to have mutiny and such? Like could a general that spunks his money and fights often have his troops rebel?
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286e7f No.242525
>>242523
>And the morale and skill seem good tbh, are they linked? Like a high skill troop loses morale slower?
yeah, though a high skill unit can have low morale, for example after losing lots of battles or men, just as a low skill unit can have high morale
>>242523
>skirmish rifles cost the same as regular line inf but have less troops, like a trait rather than separate unit options?
what do you mean by this? a skirmish rifle unit will have the same amount as a skirmish musket unit, but they will be the same type of unit[light], with differences listed under notes. I think I follow you
>>242524
Not sure if money will even be in the game, I'm not sure how to make mutiny a thing, maybe I wont. Interesting though, mutiny and desertion was common especially among some American units, not sure how I could implement the possibility
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dae2e6 No.242527
>>242525
>implement mutiny
You could decide based on other historical battles that happen contemporarily in the game how likely it was, and orders after victory could include being generous to troops with plunder or banking it towards reinforcements, all decided by you? And losing / injured armies face more desertion to encourage strategic retreats
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dae2e6 No.242528
>>242525
>, but they will be the same type of unit[light], with differences listed under notes
Exactly, so a 4 v 3 infantry battle could go either way depending on unit traits and terrain, I assume this is already your plan and I'm just catching up lel
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286e7f No.242530
>>242527
Yeah that's an interesting idea thankee lad.
example, a player could lose a battle, suffering heavy losses, but otherwise keeping much of his army intact and retreats. he gets a message/report saying that there is rampant desertion and a mutiny forming[with a bit more information]. during the next turn he then gives orders on how to deal with it.
>>242528
Yeah, as well as commander's tactics/choices as well
I'm unsure about creating maps for battles though, the historical ones are easy, but if two players fight in an area which historically there was no battle, I'm not sure what to do, other than create a map. Maybe make it based upon who decides to attack/defend[with some bonuses for each side]
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dae2e6 No.242536
>>242530
Yeah spot on, so you might choose to retreat to friendlier territory to stem the desertion, and so cede the ground.
And also so the choice between blitzkrieg, slash and burn and stormtrooper tactics have varying effects on morale and desertion, if there's no mathematical reinforcing? Like raping and burning your way cross country would lower the amount of troops you can recruit as you advance and increase desertion, whereas guarded advances through neutral towns would increase, or whatever
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286e7f No.242538
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286e7f No.242542
Hmm, only issue now really is starting location.
If we use a historical map[such as OP], then there's already a siege taking place at Boston, but I wouldn't mind players choosing[within reason] if at least 2 players[one on each side] choose Boston. hmm
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dae2e6 No.242543
>>242538
Sick, I'm 110% on board then, get the new start lists out then boyo. Wess can't play till Saturday tho, unless its not secret armies
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dae2e6 No.242544
>>242542
Couldn't you play as an NPC and let one player siege you in Boston?
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dae2e6 No.242545
Or have that as a contemporary event just off map?
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286e7f No.242547
>>242544
>>242545
Guess it depends on what players choose. Alternatively I could force at least one British+American player to be in Boston at the start of the game
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dae2e6 No.242551
>>242547
Have random start points but force 2 there yeah
If other battles have effects in game, do standing orders from HQ have the same? Like if George Washington wanted you to take a bit of map as the objective and doing it adds to reinforcements, or the king ordered the yanks cleared from near Boston by x date or whatever and you get bonuses for it?
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286e7f No.242552
>>242551
I'll leave it up to the players to decide their strategies/objectives I think
I think having only player armies as main armies would be preferable, maybe some minor NPC skirmishes but nothing major [so no George Washington]
Of course taking over certain areas will naturally give certain results, but not as a defined mechanic tbh
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286e7f No.242568
Test post for start position/points let me know what you think. 20 Points to spend. Still unsure on balancing.
Name -
Faction -
Location -
Line[500men] - 3
Light[250men] - 3
Light[250men, rifles] - 6
Cavalry[250men] - 6
Artillery[100men,10 guns] - 9
Upgrade a troops skill for 1 point for + 1 skill, 2 points for + 2 skill
Upgrade a troops morale 1 point for + 1 morale, 2 points for + 2 morale
Veteran[+1 morale for all troops under command] - 8
Footman[+1 morale for all Line infantry] - 3
Light Foot[+1 morale for all Light infantry] - 3
Horseman[+1 morale for all cavalry] - 3
Engineer[+1 morale for all artillery] - 3
Charismatic - +1 reputation per turn - 2
Political connections - +2 reputation per turn - 4
[Unsure of what else to add here]
btw I'll make a new thread when everything is sorted, with updated mechanics, most likely tomorrow or friday
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28a1c7 No.242575
>>242568
That's pretty bloody good lad, looks balanced.
>Unsure of what else to add here]
War hero +2 rep +1 morale to all troops 6pts?
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286e7f No.242592
I'll be setting up a new thread today
Does this sound balanced? Players gain +2 rep per turn[not including events/decisions]
Cost to recruit in reputation [one regiment of 500 Line, 250 for Cavalry and Light infantry/rifle,100 for artillery] -
Skill 1 Reg - 4 rep[+1 for rifle,+2 for artillery]
Skill 2 Reg - 6 rep[+2 for rifle,+3 for artillery]
Skill 3 Reg - 8 rep[+3 for rifle,+4 for artillery]
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dc5ac3 No.243163
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