IOT Organisational and Discussion Thread

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Well here we are in a special place
what are you gonna do here?
Now we stand in a special place
what will you do here?
What show of soul are we gonna get from you?
It could be deliverance, or history
under these skies so blue
could be something true,
But if I know you you'll bang the drum
like monkeys do

The Waterboys: Pt. 1 Don't Bang the Drum will be a back to basics IOT, well a back to MIOT basics (which is pretty basic) IOT. Don't Bang the Drum will be using a simplified version of the original MIOT rules - same expansion rules but combat is slightly tweaked.

Prepare yourself this January - the Marmots rise again.
Malthus' Revenge when? :trouble:
 
It's the age of the French Revolution........
The age of Napoleon.....
An age of huge battles and grand strategies....


The Grande Armee

I am developing a new Napoleonic era IOT. What can you expect:

Napoleon

Huge Battles

Co-operation between players

Battle Formations and real Strategy

Battlefield map

Missions

Players play as French Commanders instead of Nations


More to come soon......
 
This is the ruleset for my IOT. Please, make questions or give ideas in order to help me to make the game better.

The Grande Armee

The year is 1796 A.D. Only a few years after the French Revolution, the nations of Austria, Spain and Russia have joined forces to destroy the Revolutionary ideas and crush France. As the Austrians win one victory after the other, a young general named Napoleon Bonaparte has been send to Italy to lead the Army of Italy into victory against Austria. With a few young but enthusiastic officers, can Napoleon defeat the might of Austria or is the Revolution doomed?

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This IOT's has nothing to do with most other IOT's. in this IOT, all the players belong to the same faction and the focus of the game is several battles instead of control of the domestic and economic policy of a Nation. You can neither build Units. So, before you join, read the rules.

Joining:
Spoiler :
In order to join tell me the name of your character (The name has to be French) and his background. Remember that the character must be relative young and that your character is an officer, not just a soldier.

Also, you will have to chose one Trait from Tier 1. See the Trait section of the rules.


Map:
Spoiler :
The Map I am using is I&B 2 Europe. As you will see, it is not 100% accuarate, mainly for gameplay reasons. Also, you will see that only major nations are represented. Small Nations are left without colour.

The Map:
Spoiler :
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Officers:
Spoiler :
Every Great General has some Great officers to help him. So Napoleon has you. You will all belong to the same faction and will have to work together.


Missions:
Spoiler :
In this IOT, you will have to complete certain missions. Instead of letting you attack every province you want with your army, you will have to work together to complete a goal. In those misisons (from 1796 to 1815), you will have to either take over an area (for example North Italy) or win the enemy in a battle (Waterloo or Austerlitz). Althought you will fight historical battles, most missions will be about taking over an area and the battles will not be historical. So no copy paste from Wikipedia. ;)

The format of missions will be:

Historical background: Here you will read some information about the political and military situation of France and Napoleon during the era of the mission.

Speech by Napoleon: A speech made by Napoleon (me) and will tell you about the current situation and your goals.

Goals: Brief outline of the goals of the mission.


Units:
Spoiler :
What is a General without his army? Here is a list of the Units:

Infantry:
Spoiler :

Attack: 3 - 6
Health: 32


Cavalry:
Spoiler :

Attack: 5 - 10
Health: 30


Cannons:
Spoiler :

Attack: 3 - 16
Health: 10


Attack and Health:
Spoiler :
Attack and Health are the basic elements of a Unit. Attack is how damage a Unit can do against an enemy, if it is used in the correct way, while Health is how much attack a unit can withstand. However, if you do not have a plan and you just say ''Have X units attack Y units'', you will lose the battle.

The first Number in attack is how much damage it can do if you use it the worst possible way and the second number of Attack is how much damage can the Unit do if you use it in the best possible way. Usually, the Attack will be a number between those two numbers. The way to best use a unit changes in each battle.


War Councils:
Spoiler :
Instead of posting war maps, this game has three War Councils.

1) The first War Council is the preparation for the Battle. You will see the deployment of enemy forces in the battlefield, and you will have to deploy your armies. Then you will have to decide a battle plan.

2) In the Second War Council, I will tell you the results of your attack, and you will have to post a second battle plan. If your attack was failure, here you will have the chance to change the tide of battle. If your attack was a success, now you have the chance to finish them off.

3) This is the third and final War council. In this you decide your final war plans and you either crush your enemy, or you are crushed.


Battle Maps:
Spoiler :
This is an example of a Battle Map. In Maps like this, you will create War Plans and fight battles.

Spoiler :
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Stars = Cavalry
Circle = Cannons
Square = Infantry


War Plans:
Spoiler :
A War Plan can be proposed by every player. Of course, only one will be used. You will have to all agree on a War Plan. In case you cannot all decide which War Plan you will use, there will be a vote. In case the vote is a tie, Napoleon will chose the plan.


Events:
Spoiler :
Between each War Council, there might be an Event. When an event will happen, has to do with your plan and the enemy plan. Events are:

1) You forces are surprised and attacked by an enemy. You will have to take a quick decision about how to face the enemy.

2) Your soldiers start to retreat. In this IOT soldiers do not fight to the last man until their unit is destroyed. Instead, if they have heavy casualities, they retreat. The only way to stop that is a great speech made by the Commander of the Unit. In case you fail to stop a retreat, there is the possibility that they will panic the entire army and that even units that are victorious will start to retreat. And Napoleon does not like it when his Generals lose battles.

3) The opposite event is the Charge. Your soldiers, once the enemies start to retreat, will start to charge and chase the enemy. If you do not stop them, your soldiers may fall to an enemy trap. This may then lead to a retreat and a victorious battle can turn into a terrible defeat. The only way to stop them is through discipline, although speeches can also help.


Commanding a Unit:
Spoiler :
In War Councils, you create a plan to fight the enemy. However, even the greatest strategical plan cannot win a battle if the army is not commanded well in the battlefield. Because it is in the battlefield where battles are won, not on the papers.

At the start of the first War Council, you will have to decide who will command each unit. One player can command only one Unit. If all palyers take command of a Unit, the remaining Units will be NPC'ed and will follow the War Plan.

The Commanders will have to do some micro-management:

1) Choose Battle Formation. For more see the Battle Formation section below.

2) Make speeches to encourage his men.

3) Chose if the Unit must March or Run. The Run mode allows you to move a Unit faster and maybe even surprise or scare the enemy. The more a Unit runs, however, the more it will become ineffective in a battle. So use it only when it is needed.


Battle Formations:
Spoiler :
Battle Formations are the formations used by the Infantry. Each formation is good at fighting a certain Unit. There are only two Formations.

Line Formations: The standar Formation of Infantry. All of the Infantry is in a line and fires massive firepower against the enemy. It is better used against enemy Infantry.

Square Formation: The Infantry creates Squares in order to stop the charge of Cavalry and then use it's firepower to wipe out the enemy Cavalry. As you have guessed, it is better used against Cavalry.


Speeches:
Spoiler :
Your men need to be inspired in order to go and give their lives for you. Speeches are a good way to encourage your men. You can make a speech in the Unit you command at the start of the battle and then you can make speech if it is needed in an event. There are no hard stats or RNG for making out if speeches work. If you make medium size speech, that it is at the same time inspiring, it will succeed. Too short of too long speeches will fail. Traits can give you more chance of success in speeches.


Traits:
Spoiler :
Traits are one of the most basic elements of this IOT. Traits allows you to do some things better than normaly. It will also mean that in later battles, it will play an important role about who will command a Unit. When you join, you can select one Trait from Tier 1.

Tier 1:
Spoiler :
Speecher (Gives you more chances to have success in a speech)
Good eye (Gives more chances (20%) of seeing an enemy trap)
Brave Commander (Gives better chances for a successful all out attack)
Infantry Commander (Gives better chances to have an increased Attack when commanding Infantry)
Cavalry Commander (Gives better chances to have an increased Attack when commanding Cavalry)
Artillery Commander (Gives better chances to have an increased Attack when commanding Cannon)

Note: You can only choose one of the first three traits (Speecher, Good eye, Brave Commander). The rest are gained by winning battles using one of the above Units.


Tier 2:
Spoiler :
Orator (Gives you more chances to have success in a speech)
Smart Guy (Gives more chances (30%) of seeing an enemy trap)
Good Attacker (Gives better chances for a successful all out attack)
Good Infantry Commander (Gives better chances to have an increased Attack when commanding Infantry)
Good Cavalry Commander (Gives better chances to have an increased Attack when commanding Cavalry)
Good Artillery Commander (Gives better chances to have an increased Attack when commanding Cannon)


Tier 3:
Spoiler :
Great Orator (Gives you more chances to have success in a speech)
Old Fox (Gives more chances (40%) of seeing an enemy trap)
Great Attacker (Gives better chances for a successful all out attack)
Great Infantry Commander (Gives better chances to have an increased Attack when commanding Infantry)
Great Cavalry Commander (Gives better chances to have an increased Attack when commanding Cavalry)
Great Artillery Commander (Gives better chances to have an increased Attack when commanding Cannon)


Traits, except for the one you chose at the start, are gained by your actions. If you make good speeches, you will gain the Speecher Trait. If you are good at using Cannons and you win many battles commanding Cannons, you will gain the Artillery trait. And so on.


Invasions:
Spoiler :
Now that you know how to fight battles, let's talk about how you invade Provinces at the Europe I&B2 Map.

After Napoleon tells you the goals of a mission, you will have to decide which province you will invade. You are limited, however, to some regions. For example, the first mission will allow you to only invade North Italy.

However, those regions have many provinces, so you will all talk and decide/vote about which provicne you will invade. You have only one army, so you cannot divide into teams and attack many provinces at the same time.


Number of Troops:
Spoiler :
Now you will ask ''how many troops do we have?''. Well, in each mission you will be given by Napoleon an Army that will have historical numbers. Also the enemy's army will be historical.

1 Infantry Unit represents 10,000 Infantry Soldiers.
1 Cavalry Unit represents 1,000 Infantry Cavalry.
1 Cannon Unit represents 5 Cannons.


Surrender:
Spoiler :
Not all provinces will resist to you. Some provinces may fall to you without a fight. Some other provinces, which do not belong to large power and represent smaller nations, may even ally with you and send you help.


Campaign:
Spoiler :
Except for thinking on a battlefield level, you will also have to think on a Campaign level. Attacking all enemy provinces, one after the other, may not get you anything in the end. After each battle, you lose Units and reinforcements are rare. So you will have to think if a province is worth giving a battle.

For example, later in the game Napoleon may ask you to force Austria to make peace. Will you take every province of Austria or will you try to take over Vienna? And if you decide to attack Vienna, which provinces will you choose to take over in order to be able to reach the Vienna province?


RP:
Spoiler :
Good RP makes the game better for everyone. RP is encouraged, although there will be no in game award. I want you to RP in order to give life to your character, not to gain in game awards.


Last Rule:
Spoiler :
Have Fun!!!!!! :cool:



So, what do you think?
 
Looks great. but the map needs lots of work.
 
Some Wikimagic:
Napoleonic Tactics in General

I suggest adding the Column formation. What it does is to make a monolithic press of manflesh which soaks up damage and allows a force to clash with another in melee. This has a great psychological effect on those on the receiving end of said formation.

That is to say, Column formation does these things.
1) Increases Speed (used well with "Run")
2) Increases Morale: Less Retreat, More Charge chances
3) Decreases Morale of the Defending Infantry
4) Suffers massively from Artillery

EDIT: Also, I am interested. Like really interested. Looking forward to playing.

Question: Would things like Lancers/Cuirassers, Grenadier/Old Guard/Light Infantry be considered just role-play?

EDITEDIT: Are we leading individual units or groups of units? If it is the former, I would suggest making Cavalry units 2k and Artillery units 20 Guns. If it is the latter, I would suggest making infantry 5K.
 
Question: Would things like Lancers/Cuirassers, Grenadier/Old Guard/Light Infantry be considered just role-play?

Yes. The game is complex enough as it is right now.

Are we leading individual units or groups of units?

Each player leads one Unit.

I suggest adding the Column formation.

Thanks for the suggestion. I may add it.
 
Maybe you should just implement a quick experience mechanic?
 
I think Experience would be ok for the Normal/Good/Great Infantry Commander. However, I like the ideas of traits being "special" but standardized bonuses.

Trait ideas: Defender, Stalwart Defender, Great Defender; Unit can withstand more attack (so increase health of commanded unit by 10/20/30%? Infantry will be 35/38/42, Cavalry will be 30/33/36, Artillery will be 11/12/13). Alternatively, decreases chance of both Retreat and Charge. (actually, might be good for a Disciplined trait, which has a smaller bonus than Speecher, but it is always there).

Driller, Drill Sergeant, Drill Master: Increases speed of formation changes (?). For artillery (column) and cavalry (line), makes actions against the "wrong" formation more successful.

Jogger, Runner, Sprinter: Unit moves faster when Running and effectiveness decreases slower.
 
Experience should probably increase infantry health, artillery attack, and both for cavalry (but a smaller boost than for the other units). Obviously would increase morale somehow.

Is it safe to assume that most cavalry have pistols or carbines?
 
Yes, although most of them just use it during their charge to help soften the enemy. However, the "Caracole" is a viable tactic, which is like a fake-charge where they gallop in, trick the infantry in firing off early, and then fire their guns right in the faces of the reloading soldiers and then gallop away, often with a heavier cavalry unit behind them to finish the job.

Dragoons are cavalry which use guns more often as "mounted infantry". By the Napoleonic Wars they are more often used as medium cavalry, their expanded gun training/experience is still in the training manuals.
 
I know how cavalry was used in the era, just making sure that christos was giving them all guns, if there was a random chance, or whatnot.
 
Maybe you should just implement a quick experience mechanic?

I do not know. Maybe. Right now, I am creating a new mechanic: Peace Negotiations. You have some basic goals, but you are free to reshape the map of Europe. For example, how Napoleon created the Confederation of Rhine and the Kingdom of Italy and Poland? You will also be able to create Puppet States.

I will expand the Idea later.
 
I know how cavalry was used in the era, just making sure that christos was giving them all guns, if there was a random chance, or whatnot.

Cavalry will mainly be epic charges, like in Waterloo, that will try to brake enemy cohesion.

Also, does anyone have any idea of an experiance mechanic?
 
I am conflicted between a mobile "horse artillery" unit and a heavy infantry charging unit.

I also think that Experience which gives multiple effects might be too complicated and should go back to traits. Generic experience bonuses as a counter part to specific traits I'm OK with, or even an "trade XPs for relevant traits" thing (which won't be that good). (Expanding further, after each battle/campaign Christos and post a list of traits each player CAN choose to get, but said choices are picked from how the player fought in battle) .

That said, a simple "Infantry+Health, Artillery+Attack, Cavalry+Speed, +Base Morale Bonus" per XP would be nice.
 
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