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All Hail The Bum Bum King!

File: d35d64abb43bb0f⋯.png (64.03 KB,1802x2028,901:1014,test.png)

286e7f No.242168 [Last50 Posts]

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

____________________________
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286e7f No.242175

TAKE NOTE - CERTAIN RANKS ARE UNABLE TO HAVE MORE THAN A CERTAIN AMOUNT OF UNITS UNDER THEIR COMMAND

as follows

Colonel - 1

Brigadier General - 3

Major General - 9

General - 9+

Character starting choices

All players get 20 points to spend

Rank[choose one] -

Colonel [200credits, 100 Manpower per turn] - 3 points

Brigadier General [600c, 250 MP per turn] - 5

Major General [1200c, 500 MP per turn] - 7

Agricultural Estate [+50c per turn] - 2

Plantation [+100c per turn] - 4

Charismatic [+250 Manpower per turn] - 3

Political Influence [+1 Rep per turn] - 3

Veteran [+1 morale for all troops under command] - 3

Footman [+1 morale + skill for all infantry under command] - 3

Horseman [+1 morale + skill for all cavalry under command] - 3

Engineer [+1 morale + skill for all artillery under command] - 3

Line Infantry[500 men] - 2

Light Infantry - 2

Rifle Infantry - 2

Light Cavalry[250 men] - 4

Dragoons - 4

Artillery[100 men] - 5

Skill 2 - 2

Skill 3 - 3

Experienced [+1 Morale] - 1

Well Experienced [+1 Morale] - 2

Post which faction you want to play as as well

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96e696 No.242181

File: a92393eb9d5e5b4⋯.jpg (26.4 KB,306x306,1:1,grumpy-basset.jpg)

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96e696 No.242182

I'll play as the chugs if possible

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79f323 No.242183

File: f0db947eea221ca⋯.jpg (179.75 KB,615x320,123:64,Pike56.jpg)

Just observing tbh

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286e7f No.242184

>>242182

>making things more complex

thanks lad, but I don't think I'd be able to make them a new faction smh

You could have chugs under your command though, maybe be a chug yourself for US or Britain

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286e7f No.242207

>tfw no-one wants to play

If you do and think it's too complicated just do this post >>242175 to start with and I'll hold your hand and guide you through the game, it's not as complicated as it looks

remember to add tibb#0215 on Bongo Bongo Land

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286e7f No.242210

>>242175

To add, all players start with 5 Reputation[out of a maximum 10]. They also start with a certain amount of wealth saved based upon their choices

For example, choosing Colonel, Plantation and Charismatic would mean that at the start of the game the player has 300 credits and 250 manpower.

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75c54a No.242213

Ill play lad I'm still trying to get me head around it

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286e7f No.242218

>when you wanted to make it extremely simple but ended up making it overcomplicated

just end my suffering now

*shoots self*

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79f323 No.242221

>>242218

No lad it seems coherent. Talk us through a turn sequence from start to finish

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286e7f No.242222

>>242221

A player sends an "order" to me detailing things they want to do during a turn[4 months]. For example, "move to/attack Montreal", as well as recruit units, which will appear next turn.

The defending faction will be notified of the invasion, and a campaign will commence if there are units nearby[for example, an army stationed in Quebec]. They will then have 4 turns each[or less] maneuvering, defender going first, until they meet on the battlefield. Once on the battlefield, only the players involved will be messaged, but there will be a maximum of 8 turns in the battle, though it will probably be less than this[defenders going first].

Once the battle is over, casualties will be taken into account, the Campaign phase will resume[if there are any turns left]. If it is the end of the Campaign phase for this turn, then it will resume next turn.

Sieges will not count as battles, but as Campaigns, so there will only be 4 turns each during the turn[4 months].

I'm trying not to make the game too dependent on mechanics, instead I want to make it more based upon how I think things would play out.

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9efdfa No.242355

YouTube embed. Click thumbnail to play.

I have no idea what the fuck I'm doing

Major-General Cornelius Fothering-gore, Loyalist

Credits: 1200 (+200c/turn)

Manpower: (+500m/turn)

Reputation: 5/10

Traits:

Two Plantations (+200c/turn)

Veteran (+1 morale for all troops)

Ex-mercenary and commander for hire, Cornelius spent the better part of his years at war all over the globe before retiring to the Americas and amassing a vast wealth and family through financing extensive sugar plantations. Now, his teeth rotted by age and sucrose, he finds there is one last war to fight.

Army:

1st Light Infantry Gore's Own

Strength: 500/500

Skill:

Morale: (+1 from Veteran)

Upkeep: -100c/turn

Traits:

The 1st Light Infantry is a volunteer company raised of local colonists; hunters, trappers and trackers who have long benefitted from the Gore's munificence. Cornelius' grandson, Cornelius III the Younger is in command, a keen game shooter and duck hunter.

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286e7f No.242377

>>242355

Thanks lad

I should have mentioned on the ranks, the 1200 credits is also per turn [pretty much a government salary to replace losses and train troops], and the Plantations means you also start with money, so you'll be getting 1600 credits per turn[not including expenditure] and 1600 at the start of the game. You also start with 500 Manpower.

All units start with a base of 3 morale, militia 2.

I'll send you a message/report status which will be clearer, like this

Rank-Major General, Location-x

Income-1600[1500], Expenditure-100,Wealth Saved-1600

Reputation-5, Manpower-500[500+]

Notes : [info of character] 2 Plantations, Veteran [+1 morale for all troops]

On the unit report, I'll probably make the message like this for all players :

Unit : 1st Light Infantry Gore's Own.

Strength-500, Skill-1, Morale-4, Upkeep-100

Notes : [info/traits here]

I-I hope more people join

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959b89 No.242385

As far as I can tell the only rational set up is Wessex's, are you sure this is balanced Dorset? The points for double the benefit of major general/ brigadier don't add up?

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959b89 No.242386

>>242377

I'm trying lad but it seems like there isn't a choice for how to start? The first few general options and traits don't seem well costed?

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959b89 No.242387

So if you pick a colonel at the start can you hire other generals later? I don't get it if I'm honest smh

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286e7f No.242389

>>242387

No lad, only player's armies are ingame if that's what you mean

>>242385

Yes it's double the amount of credits/manpower of a Brigadier General, but a Major General would usually have triple the responsibility of a Brigadier General[allowed 9 units instead of 3], so for unit to cost ratio Maj Gen is slightly less well off, he only gets double the credits instead of triple.

>>242386

What do you mean?

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959b89 No.242391

>>242389

Brigadier General [600c, 250 MP per turn] - 5

Major General [1200c, 500 MP per turn] - 7

For 50% points price increase you get a 100% resource increase - it would be illogical to choose anything else? Surely there should be a balancing stat like the top general is politically shit but a colonel is +2, which is obviously backwards. Its like there's only one set up that isn't retarded?

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959b89 No.242392

Surely being allowed more units to command is a positive? It seems like choosing a ford focus for £10k or a lambo for £20k

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959b89 No.242393

>>242391

If this was

Brigadier General [600c, 250 MP per turn] - 4

Major General [1200c, 500 MP per turn] - 9

Or something it would make the investment a personal choice?

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959b89 No.242395

>>242391

>>242393

For instance:

Brig gen + plantation + political bonus doesn't even slightly equal major general yet costs 150% of it

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286e7f No.242396

>>242391

>>242392

hmm yes I suppose there isn't anything to stop a player choosing Maj Gen and only having 1 unit, never realised this fucking hell

Options I see to fix it is make Colonel 2 points, Brig Gen 4, and something else but I'm not sure what. Another neg is reputation loss. A Maj Gen losing a battle/campaign will lose more Rep than a Colonel

I'll give some events that will force the Maj Gen to focus not just on military matters as well

What else could be changed?

>>242393

That seems better, would mean Wess would have to redo though but that's not much of a problem I don't think

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959b89 No.242398

>>242396

Reckon the per turn reinforcementa should be a % of current army + generals % bonus

Properties should be marked on the map so if you don't choose them at the start you can capture them from others/NPCs?

Should make more smaller estates that benefit different parts of the army ie: an estate gives +5% artillery manpower etc, can be randomly distributed?

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286e7f No.242399

>>242398

would be a bit complicated tbh

I wont show properties on the map, but as in the OP, anything within reason is allowed, so there isn't any reason why a General can't take/buy a property during the game

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dae2e6 No.242402

Phone just crashed and lost a massive post I'm so annoyed

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286e7f No.242403

>>242402

ye that sucks smh

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286e7f No.242404

o ye I was going to post this

the thread is basically just a test for organising everything and making sure the mechanics work, most of the posts are probably not the final version tbh

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dae2e6 No.242405

>>242404

That's sweet lad

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286e7f No.242406

>>242405

If I ever became involved in a forum again then I would probably play RP forum games again, and I thought this would be a good opportunity to test an idea out if I ever hosted something, or maybe even something irl relating to wargaming

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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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

>>242519

Sorry dude lel

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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

>>242536

Ye pretty much.

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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

>>242592

Looks good lad

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