[Mini Mafia] Cardiac Steel

COMBAT EXAMPLE: yadda-yadda-blah-blah for brevity.

Two things I'm confused about:

1) No casualties for the attackers? Surely some of them have to die. Otherwise, you're looking at a rofl-stomp massacre as soon as one nation wins a battle.

2) Multiple 'separate' armies in one province/territory? The math doesn't make sense to me. I get the attacking from multiple angles part and the bonus associated with that, but wouldn't I be better off (assuming I'm green) having all of the armies in Lombardi attack as one stack? After all, 5 (Total Lombardi) + 2 (Naples) + .25 (bonus) = 7.25, whereas there's a total of 7 for the other attack scenario. I think this adds an additional headache for you, though I could be wrong. I'd simplify it entirely so that one stack of units in a territory is possible, though this stack can be split apart to do multiple things, including supporting its own attack into a province.

Lastly, how's the army deployment phase calculated? (current number of territories) - (current number of armies) seems really light for a game based partially on diplomacy and battling other nations. In order to gain armies, in this calculation our number of territories always has to be greater than the armies we have currently have deployed. We start with five, which means to get more, we need to have six territories, then to get more armies after, we'll need a seventh, etc and so forth. After the initial land-grab, I see a lot of potential for a stalemate with no way to break it as we can't get any more armies to consolidate somewhere to punch through.

Just some thoughts before we get knee-deep into the game. I'd been fairly busy of late, so this is the first time I really had to sit down and look at the rules closely.
 
Two things I'm confused about:

1) No casualties for the attackers? Surely some of them have to die. Otherwise, you're looking at a rofl-stomp massacre as soon as one nation wins a battle.
Brain fart. I'm not really sure how to calculate casualties, to be honest. Only one army surviving to make it into Rome seems too harsh, but all six surviving isn't nearly harsh enough. For this example, I could just say, for example, that three attacking armies survive, but that seems too random.

Any ideas on how to mathematically calculate the casualties?

2) Multiple 'separate' armies in one province/territory? The math doesn't make sense to me. I get the attacking from multiple angles part and the bonus associated with that, but wouldn't I be better off (assuming I'm green) having all of the armies in Lombardi attack as one stack? After all, 5 (Total Lombardi) + 2 (Naples) + .25 (bonus) = 7.25, whereas there's a total of 7 for the other attack scenario. I think this adds an additional headache for you, though I could be wrong. I'd simplify it entirely so that one stack of units in a territory is possible, though this stack can be split apart to do multiple things, including supporting its own attack into a province.
The "split" of the armies is just my way of graphically showing that one of the armies was supporting, while the other six attacked; it's really just one stack doing different things.

And while attacking with everyone would have given a higher attack value, it would have also left Lombardy completely vulnerable to attack, as no one would be defending it. Green would also have a bunch of armies stuck in Rome who couldn't really do anything for a few turns (they have to move back through Lombardy before they can really do anything besides defend again). So, while having an army support lowers the attack value by a small amount, it's much more tactically sound in the long-run, while attacking with all seven is more tactically sound in the short-run.

Lastly, how's the army deployment phase calculated? (current number of territories) - (current number of armies) seems really light for a game based partially on diplomacy and battling other nations. In order to gain armies, in this calculation our number of territories always has to be greater than the armies we have currently have deployed. We start with five, which means to get more, we need to have six territories, then to get more armies after, we'll need a seventh, etc and so forth. After the initial land-grab, I see a lot of potential for a stalemate with no way to break it as we can't get any more armies to consolidate somewhere to punch through.
I already changed this, it just hasn't been updated in the OP.

Each turn you receive one army for every two territories you completely own. If you own only one territory, you still get an army.
 
edit: nevermind...just read the above post.
 
Double post, but do we send in deployment orders as well as movement orders?
 
I went back to Tasslehoff's European Diplomacy Three game to see what he did, and it seems he used his own discretion as to what survived. I personally never had any issues with his resolutions, so something tied to the dice-roll segment he did on 'randomness' might fix the issue. You're right, a simple subtraction and saying what's left is too simple and harsh, but leaving it open to precise mathematical calculation is a bad idea also. I'm guessing he tallied up the respective strengths for each side, through in a dice roll or two and went 'yea, seems fair.' A lopsided dice roll in the winning side's favor meant more surviving attackers, or a lopsided dice roll in the loser's favor meant less surviving attackers respective to the attacker's base attacking strength. It's what I'd do to keep it simple-ish.
 
I went back to Tasslehoff's European Diplomacy Three game to see what he did, and it seems he used his own discretion as to what survived. I personally never had any issues with his resolutions, so something tied to the dice-roll segment he did on 'randomness' might fix the issue. You're right, a simple subtraction and saying what's left is too simple and harsh, but leaving it open to precise mathematical calculation is a bad idea also. I'm guessing he tallied up the respective strengths for each side, through in a dice roll or two and went 'yea, seems fair.' A lopsided dice roll in the winning side's favor meant more surviving attackers, or a lopsided dice roll in the loser's favor meant less surviving attackers respective to the attacker's base attacking strength. It's what I'd do to keep it simple-ish.

Sounds reasonably good
 
Phase extended 24 hours. I don't have all orders, I'm busy, and the first phase should have been 48 hours anyways.

Get your orders in!
 
End of Movement Phase I



IT IS NOW LYNCH PHASE





The brutal slaughtering everyone was anticipating had yet to come; there was hardly any bloodshed or combat the first few months of the war, merely expansion into uncontested territories (with one exception).

Portugal has moved 4 armies into Castille and 1 army into Andalusia, slowly beginning their quest to conquer and unite all of Iberia. The Portugese were especially proud, even after the destructive apocalypse returned everyone to level playing fields, to overrun such large tracts of former Spain, their historic bitter rivals. The Portugese Reconquista has just begun.

The Parisian Empire sent 3 armies into Picardie and 2 armies into Provence. The peace-loving Zaccinoans fear a French invasion is imminent, but these fears appear to be largely unfounded. The French do not have nearly enough firepower to risk an invasion of the Kingdom of Zaccino's staunch defenses, and they have their own invasions to worry about -- namely, the possible invasion of their undefended capital, Paris. However, the Parisian Empire has successfully extended their borders to that of pre-apocalyptic France.

England has quickly moved to establish their dominance over the former United Kingdom, as well as that of Ireland, sending 1 army each to Scotland and Ireland. Those territories will be difficult for any invader to reach, as they must first barrage through the always hard to conquer English capital. The armies in England seem to be perfectly placed for an invasion of defenseless Paris...

Both Italy and Greece appear to have decided to sit on their butts and turtle in their capitals, at least for now.

Westphalia, on the other hand, has been busy. They have sent 3 armies into Denmark and 2 armies into the Netherlands. They look ready to hold their own on the western and northern fronts, and their eastern front should be quickly shored up by their advancing allies.

Norway has established control of all of Scandinavia, save for Denmark. They have sent 1 army each into Sweden and Finland, but their 2 army expedition to St. Petersburg has been rebuffed by the large Soviet presence there. They are currently in retreat from the province. Norway seems to have their hands full, surrounded by powerful enemies poised to strike into their homeland and deflower their women.

Last but certainly not least, Hungary has rapidly expanded into all surrounding territories, sending 1 army each to Transylvania, Galicia, Slovonia, Austria, and Slovakia. At this rate, the Hungarian war machine may soon have no equal -- which might already be true. Fortunately for them, they still have plenty of land to expand into, while the nations in western Europe are already feeling the squeeze.





Vote for a player to be lynched in bold.
"Unvote" and/or strikethroughs are unnecessary.
PM me your reinforcements (more details below).
Phase ends in 24 hours!





Players:

Spoiler :
Allies [3/3]

BSmith -- England
Verarde -- Portugal
General Olaf -- Greece


Axis [3/3]

mechaerik -- Rome
landlubber -- Norway
GamezRule -- Parisian Empire


Comintern [3/3]

Jarrema -- Soviet Union
Backwards Logic -- Hungary
Stuck in Pi -- Westphalia


Reserves

None​


Maps:

Spoiler :
POLITICAL:

Spoiler :
S241q.png


Dark Red -- Kingdom of Zaccino (Zack)

Salmon -- England (BSmith1068)

Red -- Soviet Union (Jarrema)

Dark Purple -- Portugal (Verarde)

Green -- Italy (mechaerik)

Light Blue -- Greece (General Olaf)

Orange -- Hungary (Backwards Logic)

Yellow -- Westphalia (Stuck in Pi)

Dark Blue -- Norway (landlubber)

Blue -- Parisian Empire (GamezRule)


DIPLOMATIC:

Spoiler :
f8Sae.png


Allies -- Blue

Axis -- Navy

Comintern -- Red

Zaccino -- Dark Red


ARMIES:

Spoiler :
*Switzerland has 6 armies because I went ahead and reinforced for them already.

u45S0.png


TERRITORIAL CONNECTIONS:

Spoiler :
QBOFI.png
 
Today, if ~two-thirds, i.e. 15 votes, (this will decrease each Lynch Phase) of the votes (not players, votes) agree on a target, that player's armies and territories outside their capital will be completely wiped out. If the two-thirds plateau is not reached, the nation with the most votes against them will suffer a penalty in accordance with the number of votes they have garnered.

VOTES:

Kingdom of Zaccino (Zack) -- 0

England (BSmith1068) -- 4

Soviet Union (Jarrema) -- 2

Portugal (Verarde) -- 3

Italy (mechaerik) -- 1

Greece (General Olaf) -- 1

Hungary (Backwards Logic) -- 6

Westphalia (Stuck in Pi) -- 3

Norway (landlubber) -- 3

Parisian Empire (GamezRule) -- 3

REINFORCEMENTS:

Kingdom of Zaccino (Zack) -- 0 -- already placed

England (BSmith1068) -- 2

Soviet Union (Jarrema) -- 1

Portugal (Verarde) -- 2

Italy (mechaerik) -- 1 -- automatically placed in Rome

Greece (General Olaf) -- 1 -- automatically placed in Greece

Hungary (Backwards Logic) -- 3

Westphalia (Stuck in Pi) -- 2

Norway (landlubber) -- 2

Parisian Empire (GamezRule) -- 2

If one does not send in orders to reinforce, an army will be deployed to their capital.

Also, I'm slightly changing the rules for reinforcement. A player's own capital counts as two territories. So, for every two territories the player owns, they get 1 reinforcement.
 
I made a mistake in the map. BSmith should have an army in Belgium and 2 armies in England.
 
I guess I'll break the ice with the voting. BSmith is always tops on my suspect list at Day 1, even if he is on my team. And Westphalia is a weird country name, StuckInPi. And the Parisian Empire is in Portugal's way, GamezRule.
 
Are we supposed to split our votes?

For now, vote: Verarde & vote: Verarde, for being first at votes
 
You can only vote for one person.

Also, due to severe lack of orders and votes, phase extended 24 hours. If this continues to be a common occurrence, I'll cancel the game. This game takes a lot of work, and I don't want to put the significant time commitment into it if half the players are inactive.
 
Backwards Logic is my vote.
 
Backwards Logic, quite frankly, is a very intimidating threat to everyone but the Commies. He gets my vote.
 
Gamezrule. Backwards Logic. I'll concur.
 
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