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Rainbow Mountain
eb0a9c
I'm trying out a new battle system.
Everything depends on rank, type, and the number of attackers.
1) The difference in rank can determine everything. When both sides have even ranks, the probability of killing an opposing unit is 50%. With a +1 advantage, the probability jumps to 66.66%, but with a -1 disadvantage it drops to 33%. At +2/-2, the probabilities are 95% and 5%, and at +3/-3 the probabilities are 99.75% and 0.25%. Anything at +4 and higher is 100% defeat, anything at -4 is a total loss.
1a) Multiple factors on the battlefield can increase or decrease rank.
1b) Unit types determine an increase or decrease in rank, AND whether or not an opponent can counterattack. For instance, Ranged attackers gain +1 rank against melee attackers, and cannot be counter-attacked by their melee targets. Similarly, melee units gain +1 against artillery and the artillery cannot counterattack, artillery units gain +1 against ranged units and ranged cannot counterattack. Airborne aerial units are always +1 against ground units, and melee/ranged/artillery type rank differences are ignored; melee/ranged/artillery just determines attack range. When aerial-type units are on the ground they suffer -1 to everything, but they can counter-attack. Ineffectively.
Ranged -> Melee -> Artillery -> Ranged
Airborne units -> Ground Units -> Grounded Aerial Units
1c) Melee units can only attack enemies up close. Ranged units can attack at a medium distance or up close, Artillery units can only attack at a distance, medium or long. The former is cheaper to train than the latter.
1d) Ballistae deal 2^rank attacks, but in turn, not only do they require 2*(rank-1) units to man, they also grow exponentially more expensive. The requirements do not increase or decrease with buffs.
2) However, the number of attackers determines how much damage is actually being done. When rolling, the attacking side rolls and scores kills first, but if the target can counter, their counterattack roll is as if they had all their troops.
3) Units with Magic or specialists can alter the ranks and effects of battlefield. 3a) Units with the Magic trait have a large number of mages in their squad, and can be affected by special skills involving magic or perform special skills themselves. For instance, Pyromancers can apply the Fire trait to another unit. Magic is only effective against more magic.
3b) Captains and Commanders will increase the Rank of the unit they are Commanding, but run the risk of being killed as a member of the grunts every time a kill is inflicted. So if a captain is commanding a squad of 100 men and 50 of those men are killed in an attack, there is a 50 out of 101 chance that one of the grunt deaths will be replaced by the captain. In addition, the death of a captain may lower morale, forcing them to either take an additional -1 penalty to rank or retreat until ordered by a new captain or force. If there is a +2 or greater discrepancy between an officer and the forces they lead, they only give a +1 boost - but they can train the forces and improve their rankings over time until there is a +1 discrepancy between the two, or work on improving a single unit to the rank of Captain. Higher rank discrepancies mean faster training time. Experience earned towards the next rank counts as a probability that they will act as a higher rank for one turn.
4) When overkilling an enemy (scoring more hits than there are enemies), the units that attacked successfully but didn't score a kill gain Bonus Attacks. Bonus attacks are automatically used on a random viable target and cannot be countered!
5) If an enemy's rank is +x higher but are outnumbered 2^x-to-1, treat each attack on the enemy as if you had 1/2^x the number of people, but at equal rank. This does not apply in certain situations.
6) I'll probably change these rules later
Turn 1:
93rd Legion (Rank 3) performs Defense Maneuver against all Ranged-type troops! (+1 Rank versus all Ranged troops!)
93rd Legion (Rank 3+1r) Special Action: Survey Battlefield!
Archers (Rank 2) attempt attack!
Combat Performance:
Archers (Rank 2) vs 93rd Legion (Rank 3+1r)
Ranged type unit versus Airborne Melee Unit - Disadvantage (-1 Rank), no counter
Total Rank difference: -3!
Rolling... (for a -3 roll, I roll a d10,000 die for each attacker, if it has 9975 or higher, a unit dies, 150 attackers means 150 attacks)
0 Rolls >= 9975!
Zero hits!
93rd Legion (Rank 3) succeeds its Scan! Rank of all standard enemies decreased by 1 for 3 turns!
138th Legion (Rank 2) is moving into position...
45th Legion (Rank 1) is moving into position...
Regular Militia (Rank 1-1) are moving into position...
Tower Guards (Rank 3-1) are moving into position...
Ballistae Engineers (Rank 3-1) are moving into position...
Pyromancers (Rank 3) are moving into position...
Captains (Rank 3) cower in terror...
Commander (Rank 2) cowers in terror...
Turn 2:
45th Legion (Rank 1) performs Defense Maneuver in cover against all artillery-type units! (+1 Rank versus all artillery troops)
93rd Legion (Rank 3) performs Defense Maneuver against all Ranged-type troops! (+1 Rank versus all artillery troops!)
93rd Legion (Rank 3+1a)
138th Legion (Rank 2) uses Special Action: Dash! Legion 138 (Rank 2) dashes into melee range of Regular Militia (Rank 1-1) and Tower Guards (Rank 3-1)!
Archers (Rank 2-1) attempt attack on 138th Legion (Rank 2)!
Combat Performance:
Ranged-type Unit versus Melee Unit: Advantage +1 rank, no counter
Total Rank difference: 0!
Rolling: (+0 roll, 50% chance of kill per attack, 150 attacks):
69 Kills!
138th Legion (Rank 2) reduced to 674 Units!
Regular Militia (Rank 1-1) attempts attack!
Combat Performance:
Melee unit versus melee unit - Neutral (0 rank), counter
Rolling... (-2, 5% chance of kill per attacking unit, 150 attacks):
6 Hits = 6 Kills!
138th Legion (Rank 2) reduced to 668 Units!
Rolling... (+2, 95% chance of kill per attacking unit):
635 Hits = 150 Kills and 485 Bonus Attacks!
Regular Militia (Rank 1-1) has been defeated!
138th Legion (Rank 2) Bonus Attacks Tower Guards (Rank 3-1)
Combat Performance:
Melee Unit versus Melee Unit: Neutral (0 Rank), counter nullified by bonus attack
Rolling... (0, 50% chance of kill for 485 attacks)
255 Hits = 100 Kills + 155 Bonus Attacks!
Tower Guards (Rank 3-1) has been defeated!
No remaining targets in range! Bonus attacks nullified!
Pyromancers (Rank 3-1) are applying general fire magic to Ballistae!
32 Ballistae charged with (+1 Rank, Fire status effect)
Ballistae Engineers (Rank 3) open fire on the 138th Legion (Rank 3), Fire-enchanted units only!
Combat Performance:
Artillery Unit (Rank 3) Versus Airborne Melee Unit (Rank 3+1a): Disadvantage (-1), no counter
Rolling... (-2, 5% chance of kill for 32 Ballistae *4 = 256 attacks)
15 Hits = 15 kills!
138th legion (Rank 3+1a) reduced to 248 Units!
Ballistae Engineers (Rank 2) open fire on the 45th Legion (Rank 1+1a)
Combat Performance:
Artillery Unit (Rank 2) Versus Jack (Melee/Ranged) (Rank 1+1a): Neutral (0), no counterattack
Rolling... (0, 50% chance of kill for 4 Ballistae * 4 = 16 attacks)
8 Hits = 8 kills!
Fire status inflicted on 15 units! 5% chance of death per turn for three turns! (But since this unit is fire-type, reduced to 0.25%)
Captains (Rank 3-1) cower in terror...
Commander (Rank 2-1) cowers in terror...
Current Stats:
Horde Collective Units:
138th Legion (Rank 2): Thuggish Shock Troopers [Melee, Fast, Hardy] - 668 Units
45th Legion (Rank 1): Everyman Negotiators [Jack (variety Melee, Ranged, Magic), Charismatic] - 407 Units
93rd Legion (Rank 3): Wyvern Flamethrowers [Flying, Mounted, Melee, Fire] - 263 Units
Coalition Units:
Archers [Ranged] - ~150 Units
Ballistae Engineers [Ranged, Artillery, 2 required to use ballistae] - ~ 80 Units
Pyromancers [Bard, Ranged, Fire] - ~32 Units
Archwizard [Wizard, Master, Synergy] - 0 Units
Captains [Loser] ~20 Units
Commander [Extra-Loser] - 1 Unit
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