Rome: TW Boardgame

Paasky

Good News Everyone!
Joined
Nov 19, 2003
Messages
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Location
Vantaa, Finland
While in Italy, after a few games of the Crimson Skies boardgame, I started to plan this. I've now got a rule-sketch in my head, and I'll try to word it here. I've also drawn 2 templates: 1 of the unitcard the player will have, which will be sized about the same as normal playing cards. Also, the units which go on the board, about 4x4 cm (roughly 1½x1½ in). I haven't chosen weather to use hexes or squares. The hexes would allow better strategic placement, but squares are easier to draw :p

Does it seem dull, pointless, and a waste of time? Perhaps. Does it seem no-life? Definately 8) But hey, it's one way to remove boredom :D

I guess the name might change at some point, for apparent reasons.



First, the rules:
They are mainly the RTW rules, but changed so they work turn-based.

I) Choosing Units

Each Unit will have a cost, and players may choose which units to buy, with a max of 20, and max of 10 same units. The amount of points for purchase are chosen between the two players.

II) Placing Units
board.png

Each player can place his (what kind of a her would play this anyway :lol: ) units within the 3-square/hex area on his side. A max of 2 units on the same square/hex. Preferably all defensive lines would be built inside the red box, and leave the 2 outer square/hexes for flanking manouvers.

III) Moving Units
The player can move max ½ (rounded up) of his units in one turn. All units may move 1 square per turn without getting tired. They may also run, the max speed is shown on the unit card. The player may also change the direction of an unit.

IV) Firing missiles
The player can use one of the moves to fire missiles. The range & effectiveness on both 1 & 2-square/hex distances are defined in the unit cards, as well as ammo. The damage done by missiles is lowered when the unit loses health (ie amount of men). The damage done by missiles is determined immediately after firing.

V) Combat
If an unit is facing another unit 1 square/hex away, it may be ordered to attack. Defending is done automatically (duh?). Attacks can only be made against units directly infront of the attacker, but the attacker can change direction before attacking. If the attacker has started combat the previous turn, it doesn't need to be told to attack again.

VI) Combat damage
Each unit in combat will lose 1 hp per round fighting. If one unit has a better strength than the other, the lower strengthed unit will lose extra hp's (higher strength - low strength). Note that an attacker can lose the battle this way.

VII) Victory
Unless otherwise stated, the battle will be lost by the side who's units have all routed (simultaneously) or been destroyed.

VIII) Routing Units
If an unit is routing, it will automatically run straight towards their home side.. They won't run if their max speed is 1 (more on speed's a few chapters down). If an enemy is blocking their way, the player will choose which direction they will turn.

IX) Creating Units
It will be possible to create your own units, with each extra stat adding to the final cost of the unit. But some modifiers will be used, so you can't have an medieval knight running like the wind.


Now, to the unit card sample (crude paint graphics ftw!):
unitcard.png

Explanations:
First, the Name, under which is the unit's 6-letter code (used in the unit buttons). Under which is the Units picture.

On the left we have the moral of the unit. Each turn the unit is in combat, and losing more than 1 hp per turn OR combatting an unit with a higher moral, the players tick the lowest box. If moral reaches 0, the unit flee's in panic for 2 turns. The first 2 little boxes are used to mark off the turns. Once the 2 turns have gone, the unit will gather itself if there's no enemy unit in a 2-square/hex radius. The next time moral reaches 0, there's a 3-turn wait. The third time it panic's, it can't be rallied back. A general may raise the moral of all troops by 1 box (also ending the 0-moral panic) in a 2-square/hex radius once every 5 turns. Units not in combat or winning a combat will gain 1 moral box per turn (so an eraser is neccessary). An unit will loose 1 moral box every time it's fired at. Also, all moral decreases ARE cumulative, so a crappy unit being fired at & losing a battle will run very quickly.

Below the moral, we have the Speed. It works almost the same, except 1 is ticked off every turn the unit moves more than 1 square/hex or is in combat. If it reaches 0, the unit can't move for 2 turns. The next time it reaches 0, 3 turns. The third time, and the unit will simply refuse to move again. The unit may change direction, however. The speed gains 1 box per turn if idle. Changing direction is considered to be idling.

On the right, we have health. The health boxes will be removed while fired at or while in combat. If the unit loses too many men, the firing power is lowered, but can't go lower than 1. If all health boxes are crossed out, the unit is no more.

Below left, we have the strengths in the different directions. If the unit's speed is 1, the max strength will be 3/4th's of the normal one. If the speed is 0, the strength will be ½. Rounded up.

And on the right, the firepower and ammunitions. One ammo box is ticked off every round the unit is firing. No ammo = no firing.



Next, the unit button:
unitboard.png

The yellow numbers are the strengths into the different directions, The rest is pretty self-explanatory.



Any comments/ideas/hatemail?
I know that I've forgotten many things, the main things being formations & direction of fire modifiers. I plan to make as few random things as possible, hopefully none. But any randomness will be dealt with a normal 6-sided dice.[/i]
 
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