Game of Thrones: Bloodrights.

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    [GUIDE]: Battles Explained.

    Stormlord
    Stormlord


    Posts : 389
    Join date : 2018-07-06

    [GUIDE]: Battles Explained. Empty [GUIDE]: Battles Explained.

    Post  Stormlord Wed Jul 31, 2019 3:28 pm




    O P E N - F I E L D





    P R E - B A T T L E

    The parties involved will have a chance to roleplay their pre-battle scenes. This could be a meeting to offer terms of surrender, a counter-offer to the battle (such as 1 v 1 combat), or simply trash-talk. Pre-battle is also the point whereby the staff create the battle topic itself and tally up the numbers fighting for each side, plus their bonuses, etc - as a point of reference. This is then double-checked with the commanders to ensure everything is fair and correct.


    T R O O P - M O V E M E N T S

    The necessary and relevant Troop Movements must be made and accepted in the Troop Movement forum. This is a mandatory prerequisite for entering a battle.


    U N I T S

    A unit is an amount of men that is played for during a battle. A unit is always 10% of the largest participating army, so if the largest army has 40,000 men, a unit would be 4,000 men. With each turn played, one side will lose a unit.


    F O D D E R

    A fodder is an amount of men that are killed every turn by the winning side. The fodder amount is always 10% of the unit. So, continuing from the above example, 10% of a 4,000 unit would be 400 men. Therefore every turn you win, although you will defeat a large amount of your opponents men, you would lose 40.


    T U R N S

    Turns are whereby both sides roll their dice to get their scores. In the first turn, the attacker always goes first. After that, its taken in turns who goes first for each turn. Turns are continuous until either an army is defeated and fully destroyed, or one side surrenders/retreats/flee's, etc.


    D R A G O N S

    For every dragon involved, x amount of men are burned every turn. Dragons come in three sizes, and each size determines how many are burned every turn. Large dragons can burn 500 men every turn, teenage dragons can burn 100 men every turn, and infant dragons cannot burn at all. There are no dice rolls for these.

    In regards to anti-dragon weaponry (scorpions, ballistas, etc), a House involved must have one purchased (and noted in their inventory, see Strength Bonus notes). After every dragon turn, three rolls are to be done to determine the hit/miss of the scorpion against the dragon. The three rolls must amount to a total score 40 + in order to achieve a hit. Bonuses do not apply. It is possible to have multiple scorpions, to which would increase the amount of rolls per turn (but this does not mean all of their rolls get added together, each scorpion must hit 40 +).


    D I C E - R O L L S


    • Both sides get 1 dice each per turn.
    • Each turn, players get 3 rolls.
    • Those 3 rolls are added up to form a score, example: 5, 10, 8 = 23.
    • Then bonuses (such as Commander bonus of + 2) are added to that score.
    • Example: 23 + 2 Commander Bonus = final score of 25.
    • The opponent does the same thing, and whoever has the highest score wins that turn.
    • Winning the turn means you destroy a unit of your opponent's men, at the cost of your fodder. Example: You win the turn, destroying 4,000 enemy men and lose 400 men of your own.



    B O N U S E S


    • Troop Bonus: For every 5,000 men an army has, they get a + 3 added to their final score.

    • Commander Bonus: A commander bonus is whereby a real-player character is physically there leading / fighting alongside their army. Because this would boost the morale of the soldiers, each roll gets a + 2 for every Commander involved. This however does come with the possibility that the character will die in battle. This is decided by flipping the God's Coin in a best-of-three -- 2/3 heads means they live, 2/3 tails means they die -- calculated at the end of the battle. If either the King or the Hand of the King are a commander, their bonus is a + 3.

    • Strength Bonus: A strength bonus is specific to each House, heavily dependant on their regions reputation and culture. The bonus works on a scale of 1 - 5. For example, the Knights of the Vale have a + 5 Strength Bonus because they are reputable masters of cavalry combat, whereas the soldiers of the Reach have a mere + 1 because they are reputably unmilitant. The Strength Bonus number of the majority House within the army is the one that's used when adding to their roll. Depending on the House's rank (ie. 1, 2, 3, 4 or 5), determines what gets added to their total roll. For example, if House Arryn roll 5 + 10 + 15 = 30, plus their + 5 Strength Bonus = 35.

    • Homeland Bonus: A homeland bonus is specific to each region, rather than per House. This simply offers a bonus (ranked 1 - 5) to the final score of the native side. For example, if House Stark and its armies are battling in the North against House Lannister, then House Stark's rolls get this bonus because they are better on their homeland/terrain than the Lannisters.

    • Royal Buff: If one side is fighting for the King of the Seven Kingdoms, that side simply benefits from a + 2 to their final score. The idea behind this is that fighting for your King is inspirational and prideful, thus increasing the moral and potential of the soldiers.



    A L L I E D - F O R C E S

    A total amount of men within an army can of course be made up of multiple troops from different House's -- therefore, all losses are divided out amongst each House involved.


    D E M O S







    N A V A L





    Everything is the same as the above, except...


    U N I T S / S H I P S

    A unit is an amount of ships that is played for during a battle. A unit is always 10% of the largest participating fleet, so if the largest fleet has 100 ships, a unit would be 10 ships. With each turn played, one side will lose a unit, plus he men aboard -- a ship holds 100 men.


    F O D D E R

    Fodder does not apply in Naval Battles.


    B O N U S E S


    • Sea Bonus: Sea Bonuses are House-specific and ranked 1 - 5. Depending on the House's rank (ie. 1, 2, 3, 4 or 5), determines what gets added to their total roll. For example, if House Greyjoy roll 5 + 10 + 15 = 30, plus their + 5 Sea Bonus = 35.
    • Commander Bonus: Same as above.



    D E M O S


    • 1.
    • 2.





    S I E G E S





    T R O O P - M O V E M E N T S

    The necessary and relevant Troop Movements must be made and accepted in the Troop Movement forum. The attacking army are to arrive successfully outside the gates of the target castle. This is a mandatory prerequisite for entering a siege.


    1. B A R G A I N

    This option suggests you bargain with the Lord of the Castle you're attempting to siege. This could be a financial or passive bargain, or this could be a threatening bargain -- such as a "I have your family, surrender the Castle or I'll kill them" of sorts.


    2. S T A R V E - O U T

    This option suggests you starve-out the inhabitants of the Castle. This means that your army camps outside for as long as it takes for those inside, to starve to death. Starving to death is measured in the same way the Economy System measures it -- a castle has an inventory and a generator. During a siege, that generator stops entirely... so the inhabitants best hope they've got enough food supplies to out-do the attackers patience.


    3. B Y - F O R C E

    This option suggests you break down the doors/walls of the Castle -- if successful, a battle will occur within the castle, using the same rules as the Open Field system above.

    Siege Levels: Each Castle has its own Siege Level which is displayed on the Ledgers -- these levels are ranked 1 - 5 and add that said figure to the defenders roll. A Siege Level of 6 means that the Castle is utterly impregnable, it cannot be sieged... the only thing that can defeat a Level 6 Castle is Dragonfire.

    Dice Rolls: If an attacker wishes to break through the doors/walls of the Castle, their success is rolled for. First, the defenders roll 3 times -- those 3 numbers get totalled up, plus the number of their Siege Level. Then, the attackers roll 2 times -- those 2 numbers get totalled up, plus any numbers from their siege engines (if they have any). If the attacker is successful, a battle will occur within the castle, using the same rules as the Open Field system above.

    Archers: It is possible, at any time, for the defenders within the Castle to fire arrows at the attackers outside. Archers count for 20% of the total men within the Castle -- for example, if you have 20,000 men inside a castle, only 4,000 of them are archers manning the walls. This then uses the Open Field system, but it is only archers against archers.




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