Bay 12 Games Forum
Finally... => Forum Games and Roleplaying => Topic started by: Evergod41 on July 31, 2010, 10:02:03 pm
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Because I was insulted for 'letting this die' I AM REVIVING IT!!!
Civil war has erupted over a trivial matter, what should the nations colour be?
half the city-state says it should be red, for war and blood!
the other say blue, for peace and serility...
Each side has hired a mercenary to command their militia army...
WIN: kill the enemy commander
LOSE: death of commander
Damage is as follows (Army size + Skill with weapon - Armour value of enemy + 2 if on hill and enemy isnt)
- Archers w/o a melee weapon have a -5 to damage at melee
Accuracy is (1d6 if it is > 3 above happens) 50% chance of hit
Ever soldier has 2 health, 1/2 health is injured, 0/2 health is dead; Commanders have 5 health, 2/5 is injured, 0/5 is dead.
Moving is 2 squares on the map per unit per turn. Injured soldiers can only move 1 square
Reinforcements come at the end of every turn, you can choose what weapon the reinforcements come with but not the quality of the soldier, or the armour. it's a random number between 5 and 10 including, they arrive at your commander immediately, none come if your commander is in combat.
Commanders can come equiped with anything of medieval/renaissance era. Magik is allowed this round, but dont go overkill, I wont allow it.
New Map system: a perfect 33x33 square tile map
(http://a.imageshack.us/img248/4297/redvsbluealloutwar.png)
Grassland
Hills
Red
Commander:
Weapon:
Armour:
Army
27 Sword & Shields (5)
- Iron Mail (3)
27 Longbowmen (1) (Range 5 Tiles)
- Leather (2)
Blue
Commander:
Weapon:
Armour:
Army
27 Sword & Shields (1)
- Iron Mail (3)
27 Longbowmen (5) (Range 5 Tiles)
- Leather (2)
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Map will be updated every turn as well
Edit: I knew I forgot somethings, after every battle a new map will be made and the game will reset, might take a while, since I do those by pixel in MSpaint
also signing up...
Commander name: Name them what you wish!
Colour: Red? or Blue?
Weapon of choice: Type and Material, or for Magik the name of your -mancy.
Armour: Type and Material
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I'll sign up as Blue.
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Be Red shall I.
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I need some equipment for you two, otherwise youl just be nude and useless
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I will have a longbow.
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Commander Habbuk.
Weapon: Iron Crossbow
Armor: Plaid Iron Shirt.
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Oh, armor. Yeah, I'll have iron plate mail.
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red.
armor: steel full coat of armor.
weapon: magic rod/spells.
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this round is more real-worldy, next one will be more fantasy, also the war has begun, post your first move
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red.
armor: steel full coat of armor.
weapon: magic rod/spells.
Pretty sure it is a two person game only. For now at lest.
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Cheddarius and half the army form into double file and move south 8 squares.
The rest of the army form into double file and move north 8 squares
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Habbuk and one third of the army move five squares to the West.
The rest of the army moves five squares to the East.
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Well, since no combat has started no re-inforcements on first turn.
(http://a.imageshack.us/img525/9883/newbitmapimagenu.png)
Red Army: Commander, Xbow (3), Iron Shirt (2); 15Sw&Sh, 5Ax, 5ThS, 5Sp; none skilled
Blue Army: Commander, Lbow (3), Iron Plate (5); 30Sw&Sh; 10 skilled (3)
Also, there's no set distane between things, but blues groups are at the cossroads and next turn red will be at town & halfway to forest
#'s indicate group size, the + is commander, also after next turn where your extras will come, so be shure to specify what you whant them to be...
Edit: next update the armies will just be blobs so i can move them along faster...
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Posting to watch and/or join if/when I feel like it.
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Well this sure as hell looks interesting, won't ever participate but I'll watch.
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The only downside is the small player size, but the way im doing it, I just cant maintain an accual world-war scale type event...
Also guys, i had meant it to be more defined movement when i put the #'s in there, but i can't keep things perfect enough right now, ill probobly devise a better map after this war...
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The only downside is the small player size, but the way im doing it, I just cant maintain an accual world-war scale type event...
You could always add two more armies, say, Green and Yellow.
Don't do world war, that tends to get cluttered real fast. Good choice on not doing it.
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Southern army move 7 squares along the road to the hermit's house.
Northern army moves 7 squares along the road to the forest.
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Well, i just read that our other player has been muted for a few days, i'd hate just dropping him, but does someone want to pick up his slot READ- someone want to restart player red at the existing army locations? can change commanders equip seing as there hasnt been combat yet...
Also Chedd's i need some reinforcement info from you what weapons do you want?
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Longbows and iron plate mail.
Phantom, my good man, are you up for a fight? Or Tarran, perhaps?
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I'm not a very good tactician in these battles, so I decline your challenge.
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What about you, Tarran? Anyone?
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Sorry, but I'm a mediocre strategy player. Plus, I'm just not in the mood to play right now.
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Seriously, we need some sort of other opponent... or we could just wait until he gets unsilenced...
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Nah, that's a while away... I'll ask around, see if people want to join.
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I can, sure.
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Woot.
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Ok, all i need from you is...
Weapon:
Armour:
Two movement orderes, 1 for your squad, and another for the other squad that was seperated...
And reinforcements for this round: only a weapon for them though armour is standard for your entire army
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Right, I will have a longbow and arrows and a sword and board.
I will have chain mail.
My unit will move south five squares and the other unit will move west five squares.
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Hey that's not fair, I only got a longbow and arrows and plate mail.
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Put me on waiting list!
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Hey that's not fair, I only got a longbow and arrows and plate mail.
Quit yer whining, ye got a better starting spot anyway.
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and your reinforcements?
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Hey Evergod, if Cript gets a sword and a board, can I have a tower shield as well as my longbow?
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I got reinforcements?
They can attach themselves to the other unit.
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no, what are their weapons?
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They shall be archers.
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Turn 2
No combat, both sets of reinforcements are 5, amazing
(http://a.imageshack.us/img641/4831/newbitmapimagest.png)
Red's main group is one move away south, west and east from the road.
New thing: reinforcements are every otherturn, and never as long as your commander is in combat.
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My unit will move southwest and the other unit will move south.
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Wait, what? In the beginning, we had the same numbers of units. But on the second turn, I had 20 guys and he had 30 guys for some reason. He still has 10 more units than me.. what gives?
Does it cost movement to inspect buildings and talk to hermits and things like that?
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You started with 10 less. It has been like that from before the first turn.
Your guys have better skills though.
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red has always had more, the map ISNT exact, it looked similar but now iv'e added #'s for more strategical planning.
yes it was origionally "Red: approx 30/Blue: approx 20" I just removed the approxamations, besides Cedd's there are certain things lurking in certain places that may or may not be help n/or hinderance...
Edit: no only movement takes the turn, combat and everything else is included with the turn.
This also allows for an entire battle to play out within ne turn
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Yeah, but my guys have fail equipment. Man.
Does it cost movement to inspect buildings and talk to hermits and things like that?
If I want to move diagonally, can I move 5 squares diagonally in the turn, or do I have to move three squares east and two squares north or whatnot?
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material doesnt really matter, unless it's wood vs steel or the like.
and yes diagonal is possible, or you could just say contenue along the road, until it forks.
and no any action OTHER than moving can be included within the turn
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Southwest group: Move along the road and ask to enter the home, and ask the hermit for help.
Northeast group: Continue along the road.
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Turn 3
(http://a.imageshack.us/img691/1112/newbitmapimagewg.png)
The Hermit had always like the colour blue, he doesn't think that there should have been a war, but wants his side to win anyways. (Gained blessed sword, nothing special just a regular ass sword to compliment your shield, you have no skill with it)
Red army moves to regroup?
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How powerful is a commander? How many guys could he take out by himself? What about with the Blessed Sword?
Southwest group moves north. Northwest group leaves the road and moves northeast 5 squares.
For reinforcements I want more longbowmen.
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A commander has twice the HP as his soldiers, and wont take damage until his Entourage is completely slain, but still contributes to the battle.
the sword is just an iron sword, nothing special
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Five from unit two will join unit one.
Unit one will move south west again.
Unit two will move towards the village.
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Well, that seems kind of... useless. I mean, it's a 4% increase in attack or something at most...
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Five from unit two will join unit one.
Unit one will move south west again.
Unit two will move towards the village.
This doesn't make sense. That means that the five guys from unit two would move 10 squares in one turn...
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Cript, Which ones one and which one two?
and Chedd's it's better than a dragon hermit that decimates your commander though, right?
Also, yeah the regroup would take both squad's turn
Also, Also, need reinforcements from cript
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and Chedd's it's better than a dragon hermit that decimates your commander though, right?
Well yes, but why put in buildings at all if you only get one sword from them? It's kind of pointless.
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STOP QUESTIONING THE ALMIGHTY POWER OF THE GM, ELSE I SHALL SUMMON MIGHTY BEINGS TO SLAUGHTER YOU IN THE MOST TERRIFYING MATTER!!!!!
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All right, all right.
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Hehe, ched is always like this.
The unit I am in is one, sorry, Also in that case unit one will stay put so that they can regroup.
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Turn 4
Red's army regroups,... partially
Blue's head for the second hermit home and the strange place in the forest.
(http://a.imageshack.us/img14/3829/newbitmapimagebz.png)
The hermit watches the army march off wondering whether or not his gift will be apreciated...
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The west army shouts thanks to the hermit and continues on the road.
The east army moves northeast five squares.
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your really hoping the thing in the forest is good...
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your really hoping the thing in the forest is good...
You know, you just spoiled the surprise right there if it's bad.
Unless it's good. Then you're just trying to be an ass and fool Cheddarius. ::)
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a little of both, but if it IS good then it will only apply to the 10 in the forest...
then again if it's bad it also will only apply to the 10 in the forest...
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Hey, I only wanted five to join unit one, can I still split them up or will that take another turn?
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There modified map, also fixed the road...
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Ugh?
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Cript, he changed the map, so it's fine now.
What's the range of my longbows?
Are you going to track who's in what army? For example, Cript has ten archers. And five guys from group 2 just went to group 1. Does that mean five archers in group 1, five in group 2? All in group 1? And so on...
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And now the second unit moved the wrong way >_>
Okay the unit I am in Unit one will move to the south west and unit two will move towards the village.
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i was accually hoping that you would keep track of whose in what...
ranged... well... another flaw of a non-defined map. really need to do that...
ill say when archers are within range of each other
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damn just realized i incorporated blue's move in the previous map...
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Turn 5
Well as my previous post indicates, Blue's move was incorporated into the previous map...
(http://a.imageshack.us/img22/4149/newbitmapimagegv.png)
Blue's split is almost at the forest, strange noises are heard from the strange building, and smoke starts pouring from within
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West army moves along the path.
East army goes towards the building.
Add 5 more longbowmen with steel plate to the west army.
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Unit one will make for the hill.
Unit two will go into the village and tell them a evil army is attacking and they will ask for any help they can get.
The reinforcement archers will join unit one.
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Turn 6
Red's split arrive at the town and head to the square to rally any supporters of the rednish...
Blue's split arrive at the edge of the forest and will be at the strange building within the day(turn).
(http://a.imageshack.us/img826/3230/newbitmapimagexh.png)
A pack of 6 wolves are seen hunting close to blue's split, they havent seen the soldiers, but it wont be long...
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West army moves west and then northwest, avoiding the wolves.
East army moves northeast.
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other way around, wolves by the one without the commander...
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Unit one will move south west more and unit two will keep rallying for support, if they can not get it (or if they do and they have time) they will follow the road south.
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West army continues along the path.
East army either goes straight east or straight north, whichever is farther from the wolves, in order to avoid them. They can also go southeast for 2 squares, then east for 1 square, then northeast for 2 squares, etc. to avoid them even further.
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Turn 7
Red's split has rallied some inexperianced pesents, none are armed, but have some leather armour.
Blue's split can finnally see the strange building, it has glowing lines, and large and flat wood paddles with leather keeping them together, they move away till they cant then they move close... the door is metallic, and there isn't a handle.
(http://a.imageshack.us/img832/8551/newbitmapimagee.png)
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Unit one will keep moving towards the building on the hill. Open fire if we can on ched.
Unit two will move to the south to back us up.
The reinforcement archers will join unit one.
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Western army will go to the hermit house on the hill, ask him for help, and barricade themselves inside, firing at Cript's army if possible.
Eastern army goes to the house and knocks on the door, then tries to break in if necessary.
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Turn 8
Finally some action!!!
(http://a.imageshack.us/img812/4066/newbitmapimagev.png)
When blue's split reached the building and knocked on the door, a strange man came out wearing blue overalls and a pair of clear eyemasks (goggles) he instantly recognized the soldiers as apart of the war, he gave them all plate armour, and set out to join them in a strange mechanical man...
Chad Johnson
Still only 2hp just completely badass
Weapons: Mechanical Crossbow (5), Bastardsword (5)
Armour: Large Steel Plate (10)
(it will take a while for him to get all the way across the map but the soldiers are the same speed!)
Red's main army came within archer range of the other's, both sides opened fire and took out six of each side. (none of the archers where hurt)
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Eastern army heads northwest.
Western army enters the hermit, asks him for assistance, then hides in it and fires at the other army.
I want 5 more longbowmen to the western army.
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oh, yeah, forgot about that...
Read: you weren't close enough...
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No more reinforcements for us chedd.
Unit one will move closer to the other army and fire upon them.
Unit two will come to join the battle (Will take awhile).
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Turn 9
(http://a.imageshack.us/img38/5786/newbitmapimagejqo.png)
Blue's squad managed to fit inside the empty country home, a good thing it was empty, cause their a red supporter...
Red's army somehow avoided the onslaught of arrows that rained down onto them
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Why did my guys not move at all?
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sorry bout that...
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Okay we will keep up a hail of fire on the home and charge in.
Unit two will keep moving South East so they can back us up.
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The guys in the west keep firing.
The guys in the east travel southwest.
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Can I kill you before your guys get here?
Lets find out in the next exciting episode of Red vs Blue: all out war!
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I'm... starting to doubt this game.
I mean, there isn't much... strategy... you just get whatever loot you can and attack the other player... I guess you can choose your reinforcements, but that's not really strategy...
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Oy well, that is how it goes.
It is just meant to be a quick little game me thinks
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yes, but through a bit of under judgement, it became bigger than it should've...
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Seems to me that the actual movements constitute the whole of the strategy. And of course Red missed a serious opportunity to attack a divided blue. Blue has a major advantage in materiel. Red should burn the hut where Blue's commander hides while Blue's detachment makes its way across the map. This is exciting!
I am a bit disappointed that both sides fell into the classical trap of dividing ones forces for little reason.
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I thought there was a good reason. I thought I'd get 20 guys or something. Instead I got... one sword.
:/
And nothing.
And the one I had to trek across the map for, I got supersoldiers but they were still too far away to help.
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You still have a way to win. At lest I think I see one.
I will not tell you because I am fighting you.
Also you gambled and you lost. Why did you think a hermit would be any help at all?
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Why would I think anything in the game, no matter how insignificant, would not be useful? I mean it's like putting in an entire sidequest in a Zelda game and at the end your prize is 3 rupees. It's just kind of pointless. If it's there, I'm assuming there's something to be gained.
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Hey, at lest you got a sword right? That is something.
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and i was intending for more negative consequences, but they didn't happen...
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Hey, at lest you got a sword right? That is something.
The point was that while Thobal said I divided my forces for "no reason", I did in fact have a good reason to divide my forces. I expected a good gain from dividing my forces. It's just that it didn't happen.
Also where's the new turn bro
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Turn 10
This could be it!
(http://a.imageshack.us/img375/7128/newbitmapimagej.png)
Red's soldiers hack away at the building trying to strick at the enemy within.
Blue's supersoldiers are slowed down by Chad Johnson whove they learned is a total dick...
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you posted while i was making it, i have to sleep y'know...
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Is there a reason 9 of my guys dissipated?
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they were shot at... and died...
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And yet you didn't even mention them dieing.
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And yet you didn't even mention them dieing.
Yes.
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I dont think i have ever mentioned deaths...
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I dont think i have ever mentioned deaths...
Red's main army came within archer range of the other's, both sides opened fire and took out six of each side. (none of the archers where hurt)
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Red's main army came within archer range of the other's, both sides opened fire and took out six of each side. (none of the archers where hurt)
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Hey, you reading my mind or something Criptfeind?
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I said for the supersoldier army to go southwest, not northwest. They should be south of the fence.
Barricaded army fires at the enemy.
Supersoldier army continues west.
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No. I tried that. I went temporarily insane when I tried to read your mind Tarran.
Anyway, the solders will keep attacking the people in the home. And unit two will keep coming towards us.
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Turn 11
Guess not... :'(
(http://a.imageshack.us/img130/8394/newbitmapimageie.png)
Both of the main armies lost some soldiers, but that's not nearly as much as whats to come!
They have finally met, with the collapse of the wall to the hut, both armies charge at each other!
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My units are supposedly skilled, yes? Enough so that 20 of mine is worth 30 of Cript's. So shouldn't Criptfiend have lost 6 units if I lost four?
Super unit heads southwest.
Regular unit fights, then heads southeast.
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Enough so that 20 of mine is worth 30 of Cript's.
Maybe not.
Anyway I will keep attacking them, if they try to run away cut them down.
The other unit will join the fray.
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Well, I started with 20, and you started with 30, so that's what the ratio should be, right? Otherwise, it's not fair.
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Turn 12
Is war, or in the matter, Life, really ever fair?
(http://a.imageshack.us/img687/2783/newbitmapimagezt.png)
Blue's main army withdrew, but took heavy losses in the tactical retreat, (read: ran away like little babies!)
Red's army is one once more, though due to the # differencial in the armie they are slower on the persue...
(remember the advantage of the hill, blue could lose from archer fire once he steps off...)
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We will run after them firing our bows at them.
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Is war, or in the matter, Life, really ever fair?
Games are supposed to be. I would think that would be obvious. Why would you play a game of chess, for example, with one guy getting two queens?
Anyway. I've lost. I surrender.
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but you CAN have multiple queens in chess...
anyways, red wins... wo hoo.
great now i need to make a better map system for the next round
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but you CAN have multiple queens in chess...
That's entirely irrelevant. You said that war and life are not fair; that does not mean that games should not be. It's pretty clear that games are supposed to be fair.
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but you CAN have multiple queens in chess...
That's entirely irrelevant. You said that war and life are not fair; that does not mean that games should not be. It's pretty clear that games are supposed to be fair.
that is why Starcraft was so successful it was very well balanced
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That, too, is entirely irrelevant.
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It was pretty fair, If I did not have reinforcements right there you would have won.
If you did not split up your troops so much you would have won.
If you had retreated as soon as you got to the house on the hill would have won.
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It was pretty fair, If I did not have reinforcements right there you would have won.
But you did. That's like saying "Okay, I have a tank, and you have a sword. Now, if I don't shoot you with the tank, you'll win. So it's fair." The fact remains that you did have the reinforcements right there.
If you did not split up your troops so much you would have won.
Doubt it. You had a huge building complex. If I had just went for the west side and hadn't split up my troops, you would have had a bit more reinforcements and could easily barricade yourself in the houses there and slaughter my troops while I attacked. Am I supposed to be telepathic and pick the one house that actually has something worth getting?
If you had retreated as soon as you got to the house on the hill would have won.
No I wouldn't have. You'd just have slaughtered me from the safety of the hill, then destroyed my other group long before they could reinforce. You saw what a ridiculous advantage you had. You killed ten of my guys (who were supposedly "skilled") to your six.
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don't be such a sore loser, you could have won, but the randomness made everything positive to those happening to them... still wondering why that happened...
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It was pretty fair, If I did not have reinforcements right there you would have won.
But you did. That's like saying "Okay, I have a tank, and you have a sword. Now, if I don't shoot you with the tank, you'll win. So it's fair." The fact remains that you did have the reinforcements right there.
I had reinforcements because I did not split my troops as you did.
If you did not split up your troops so much you would have won.
Doubt it. You had a huge building complex. If I had just went for the west side and hadn't split up my troops, you would have had a bit more reinforcements and could easily barricade yourself in the houses there and slaughter my troops while I attacked. Am I supposed to be telepathic and pick the one house that actually has something worth getting?
Yes because that building complex was so very helpful, I got five worthless guys. If had time to get to all hte houses on your side.
If you had retreated as soon as you got to the house on the hill would have won.
No I wouldn't have. You'd just have slaughtered me from the safety of the hill, then destroyed my other group long before they could reinforce. You saw what a ridiculous advantage you had. You killed ten of my guys (who were supposedly "skilled") to your six.
I just went back to where you decided to hole up... if you had done a retreat you would have taken one or at the most two volleys of arrows before you were out of range. At close range you slaughtered 10 of my guys without taking a scratch on the first round and when you turned your back to a enemy you still killed some of my guys.
Edit: Hell at the rate it was going I was worried that if you stood and fought you would have won.
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I had reinforcements because I did not split my troops as you did.
Which, in turn, was because you only had one building and that had good stuff in it. I had three buildings, two of which were useless, and the only one that actually had anything good was way on the other side of the map. If I have a card game and give you two cards, and you have to pick the correct card out of those to win, but I have to pick the correct card out of 30 cards to win, that's unfair, right? Same principle here. And as shown below, you would have won anyway.
Yes because that building complex was so very helpful, I got five worthless guys. If had time to get to all hte houses on your side.
Better than one sword. Better than nothing. And you could barricade your guys in the complex and decimate my men before
I just went back to where you decided to hole up... if you had done a retreat you would have taken one or at the most two volleys of arrows before you were out of range. At close range you slaughtered 10 of my guys without taking a scratch on the first round and when you turned your back to a enemy you still killed some of my guys.
Edit: Hell at the rate it was going I was worried that if you stood and fought you would have won.
One or two volleys? Listen, one or two volleys would have destroyed my entire army. When I tried to escape, you cut my guys to ribbons, I lost ten guys right there. I only killed nine of your guys because I was safe in the house at the beginning.
Here are the issues I have with the game.
1) You have only one building, and I have three, and two of them are useless. Basically, I was tricked into splitting up my army. What am I supposed to do in that position? Just go to the houses on the hill, hoping that one of them has something good? In that case, I'll get nothing and you'll get something, and you'll have so many barricades to hide behind you'll easily win. Or am I supposed to somehow telepathically know to go to the forest house? No, any game where winning relies mostly on luck is not a war game to me. It's a coin flip.
2) The mechanics are often not described, sometimes fudged or guessed at, and usually nonexistent. Take a look at the hill at turn 9, for example. According to the formula described, my kills should have been Army size + Skill with weapon + Boost of environment - anyone injured - Armour value of enemy - Boost of environment. The skill bonus should be half of the army size if the game is fair. Actually, it should be even more, because if an army of 20 skilled people attacked an army of 30 unskilled people, and the bonus was only half of the army size, the army of 20 would take as many hits as the army of 30, and thus would die sooner (being smaller). But we'll disregard that. The boost of the environment was 5. Nobody was injured. You didn't have a boost to defense, only attack. Armor value could be expected to be something like 30 for steel.
So the calculation is:
24+12+4(from the commander)+5-30=15. By rights I should have killed 15 of your guys. Your army should have been smashed to pieces. And yet I killed nobody. From all that's happened, I suspect strongly that the mechanics are less formulas and more "Eh, this sounds about right". Turn eight. If you killed six of my men, I should have killed nine of yours. I should have killed nine more next turn, too, leaving you with seventeen, then nine more, leaving you with eight, and been able to destroy your army the final turn. But that didn't happen. I killed nine men once. But the rest of the time, I killed six, four, and... zero.
If the game is fair, my army of 20 skilled should be able to tie exactly with your army of 30 unskilled. This means that when you kill four of my guys, I should kill 6 of your guys; and this goes on until I only have 4 left and you only have 6 left, and we obliterate each other. But that's not what happened here. If we take my average kills, 0, 4, 6, and 9, the average is actually less than yours, 4 and 6. In any fair system where 20 skilled can tie with 30 unskilled, I would have done much more damage than I did, or you would have done much less.
And other mechanics had problems too. The buildings. Nothing was listed about them. There wasn't anything saying how valuable they'd be or how worthless. The HP wasn't listed either. There was nothing to track what was in each group, archers or swordsmen or spearmen. The combat formula was unclear and many of the values (for example, armor value, skill bonus, and anyone injured) were not published. It also appeared to be random, but there was no random variable in the formula. We weren't told whether combat came before or after movement.
This game seems to me to be, essentially, made up on the fly. I don't have anything against that, it comes up with cool stuff like MS Paint Adventures or other text suggestion adventures and such. But it doesn't belong in a war game. This is a war game. The rules are supposed to be, well, rules. You're supposed to win through strategy, not through whatever the GM feels like doing, or random luck.
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Finally made up a new map type, 33x33 grid, no specifics on it but it gets the job done for war.
Working on colouring it, the first time will be it is painstaking and very tedious, and will hopefully be done by tomorrow to start the next round, MAGIK!!!
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i call a spot if i may
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Round two has begun!
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I cant beleive I have to bump my own thing...
still looking for people...
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I'd like to bump your own thing, if you know what I mean.
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... thats just wrong...
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i want a place!
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You have one! need your commander stats! and what team you want!?
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Captain name: Akagi "The strategist"
Color:Red
Weapon: iron Warhammer (those small ones)
Skill w Weapon :3
Armor: A steel breastplate, steel feet wear (no boots),Steel Gloves, Leather boots,Leather pants,Cloth shirt (under the armor) and a bone crown
hiring price:?
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yeah, finally someone looks at the second post!
and the price was something I was planning to implement, but not yet...
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...-sigh-
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Hey you are back.
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Yep. Too late, it seems.
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sorry, chedds didnt want to wait so we improvised...
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Well, get yer self muted, consequences.
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Well, get yer self muted, consequences.
More like "Forget this isn't Taleworlds, consequences". I even apologized for the second post that got me in trouble, though indirectly.