Mini-Game: Baucus - Armies of Honour

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Baucus


Armies of Honour




Concept
Welcome to Baucus! Two armies prepare themselves. They are each led by a King, who wants the tyrant ahead of them dead for the good of this continent. Soon they will battle to find out which is the rightful monarch of this land!

The game
Before the game begins, each army must prepare itself. For this, the players each have 5 unit points and 2 item points. Each unit costs a unit point, and some special units cost one item point as well. Each item costs 1 item point. The battle map is divided into exactly 13 zones. Each army starts out in a starting region chosen by me. Turns are simoultaneous and orders for actions each turn are sent over PM. The army shall then move its units across the map to fight its enemies before finally defeating the enemy king.

Turns
Turns are taken simoultaneously. A unit can both move and attack during a turn. A unit can only attack a unit in a zone it passes through during a turn; that is, two units can move into each others' zones and still attack each other, and a horseman can move into a zone next to him, then attack, then return back to his own zone. Remember – the attack can only be performed towards a unit in the same zone as the attacking unit!

Whenever an attack is ordered, both units combat each other. And yes, if both armies order their units to attack each other, then they interfere in combat two times.

The King
The King is a free unit and can move freely around the battlefield for whatever purpose. When he is dead, you lose the game.

Units
Units have different traits. Primarily, they have Speed, which is how many zones they can cross per turn. Then they have Strength, which is their attack power when attacking other units, then they have Defense, which is their armor when defending against enemy damage. Then they have Stamina, which is much damage they can sustain before death. At last, they have Morale which determines when they are able to move into an enemy zone or not.

Combat
Many things in this game are determined through computer generated dice rolls. Most of these things are unit and item actions, but the most outstanding and obvious thing is combat. The technicalities of combat is written below.

When two units combat each other, each of them performs the following actions simoultaneously:
- Strength can't go above 5 when fighting. If the unit's Strength is above 5, then the surplus counts as an additional attack with that surplus as Strength (For example, 7 Strength means one attack with 5 Strength, then one attack with 2 Strength). The second Strength has a maximum of 5 as well (For example, 11 Strength means one attack with 5 Strength, then one attack with 5 Strength, then one attack with 1 Strength). This overlay rule works for Defense as well - but there the next Defense will only defend if attacked twice.
- The unit subtracts each of its Strengths by the defending unit's Defense. Strengths can't be below 0.
- The unit then rolls a dice and adds the result to its Strength for each attack.
- For each attack, if the unit's Strength is now above the other unit's Defense, it deals one damage to the other unit.

When a unit has damage equal to or higher than its Stamina, it dies and is removed from the battlefield.

Zones and morale
Morale is important for your movement. When a zone has units of one player, that player has control of that zone. When a zone is controlled, in order to pass through it (To attack or move, you know), a unit needs Morale. Morale is a trait that first off determines how easily other units can enter a zone a unit controls, and secondly determines how easily a unit can enter a zone another unit controls. When a unit tries to enter a zone that an enemy unit occupies, if its morale is lower than the other unit, it can't enter. Note, also, that morale is cumulative – if two units with a morale of 1 each occupies a zone, it counts as 2 morale. The same is true for two units with a morale of 1 each enters a zone; then it counts as 2 morale.

Items
Items are attached to a unit from the beginning of the game, and they have different effects and abilities depending on each one.
 
The shop



Units

King
Spd. 1
Str. 3
Def. 3
Sta. 3
Mor. 1
Unbuyable. Costs 0 Unit Points. You begin with this unit. Ignores Morale when attacking.

Swordsman
Spd. 1
Str. 3
Def. 4
Sta. 2
Mor. 3

Axeman
Spd. 1
Str. 5
Def. 1
Sta. 3
Mor. 3

Archer
Spd. 1
Str. 4
Def. 2
Sta. 2
Mor. 2
Can perform attacks 1 zone away. Ignores morale if attacking that way. Will enter combat if the defender has this ability.

Spearman
Spd. 1
Str. 2
Def. 3
Sta. 2
Mor. 3
Has 2 more Strength and 2 more Defense when fighting Mounted units.

Horseman
Spd. 2
Str. 4
Def. 3
Sta. 3
Mor. 2
Mounted.

Horse Archer
Spd. 2
Str. 3
Def. 1
Sta. 2
Mor. 2
Mounted. When in combat, has a 4/6 chance to ignore all damage received.

Assassin
Spd. 2
Str. 6
Def. 0
Sta. 1
Mor. 0
Can only be seen by its owner until attacked or moved into. Ignores the Morale rule. Does not defend when attacked.

Healer
Spd. 1
Str. 2
Def. 2
Sta. 2
Mor. 2
Heals one unit in the same zone as itself by 1 per turn.

Mage
Spd. 1
Str. 1
Def. 2
Sta. 2
Mor. 2
Can perform 3 Strength attacks 1-2 zones away. Ignores morale if attacking that way. Will enter combat if the defender has this ability.

Item Units

Knight
Spd. 2
Str. 4
Def. 4
Sta. 4
Mor. 3
Mounted.

Wizard
Spd. 1
Str. 1
Def. 2
Sta. 2
Mor. 2
Can perform 4 Strength attacks 1-3 zones away. Ignores morale if attacking that way. Will enter combat if the defender has this ability.

Items

Ring of Valor
+2 Morale to attached unit.

Flaming Sword
+2 Strength and +1 Defense to attached unit.

Elixir of Youth

Attached unit heals one unit in the same zone as itself by 1 per turn.

Mithril Shield
+3 Defense to attached unit.

Spirit Horse
Attached unit becomes Mounted. +1 Speed to attached unit.
 
You may now post.

I will accept 4 players in the first round, in 2 arenas. After that, I'll figure out deadlines for orders. Expect it to be updated every second day.

Player List

Daftpanzer - Odopha
1 Spearman
1 Archer
1 Swordsman
1 Swordsman (Flaming Sword)
1 Knight

Charles Li - Urt
2 Wizards
2 Swordsmen
1 Healer

BananaLee - Lee
2 Axemen (Mithril Shield)
2 Archers
1 Assassin

Diamondeye - Diamond
1 Spearman (Mithril Shield)
1 Knight
2 Swordsman
1 Assassin

Dropped out

Kulko
1 Wizard
1 Horseman (Flaming Sword)
1 Archer
2 Swords
 
Decloak: Man, I loved Heroes of Might and Magic (which appears to be the source of the map).
 
Daftpanzer has been included as a player. :)

EDIT: And yes, I used the Heroes Map Editor to make a map pretty enough ^^
 
I give it a try.

1 Wizard
1 Horseman with flaming swords
1 Archer
2 Swords
 
The player list has been filled out!

I expect the people without their armies selected to have them selected before Thursday. That is, army deadline is Wednesday. :)

Also, if people are still interested, I'd be happy if I see some expression of interest. That doesn't hurt anyone and tells me if I should invest my free time into having more games running.
 
Just realized I made a mistake. It has now been corrected:

Combat
Many things in this game are determined through computer generated dice rolls. Most of these things are unit and item actions, but the most outstanding and obvious thing is combat. The technicalities of combat is written below.

When two units combat each other, each of them performs the following actions simoultaneously:
- Strength can't go above 5 when fighting. If the unit's Strength is above 5, then the surplus counts as an additional attack with that surplus as Strength (For example, 7 Strength means one attack with 5 Strength, then one attack with 2 Strength). The second Strength has a maximum of 5 as well (For example, 11 Strength means one attack with 5 Strength, then one attack with 5 Strength, then one attack with 1 Strength). This overlay rule works for Defense as well - but there the next Defense will only defend more times if attacked more times.
- The unit subtracts each of its Strengths by the defending unit's Defense. Strengths can't be below 0.
- The unit then rolls a dice and adds the result to its Strength for each attack.
- For each attack, if the unit's Strength is now above the other unit's Defense, it deals one damage to the other unit.

When a unit has damage equal to or higher than its Stamina, it dies and is removed from the battlefield.
 
King Odapha stood beneath the flag of the black panther against a blue and golden sky, and looked out across the pleasant land that would soon be stained blood-red...

"There was a dream that was my father's, and of his father before him. A dream of a land united a strong, a land where one law and one word rules. A land where the common folk do not need to cower from bandits and thieves. This is my dream too. And so I swear by the gods, I will not rest until I make it so!"


The army of the Great King Odapha, ordained overlord of Baucus by will of the Panther and the Golden Sun:

Spearman
Archer
Swordsman
Swordsman (Flaming Sword)
Knight
 
Daft actually apparently read my mind and found out practically exactly what sprites I wanted to use, although his army has an unorthodox design compared to the default sprites I've made. I'll add them to the unit file I have anyways, and tag them Daftpanzer, making them recognizable if I need them again.

That said, players may use a select sprite set before the first round (Update 1) actually begins. Kinda what Daftpanzer did above. A good place to find good Fire Emblem sprites (Which is required at the moment since I want to keep a throughout style) is here. Shop around if interested.

Do know, though, that there is no guarantee for your unit colour, as I will need to make different armies recognizable.

So, yeah, I'm writing update 0 soonish, and it will include matchups and starting locations on each battlefield.

Oh, and please be inspired by Daftpanzer - stories aren't discouraged!
 
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