You stand on the threshold of greatness; looking out upon the lands before you. You have worked hard and your men have been trained. Years of planning, sacrifice, and pain have all lead to this moment. You are going to prove yourself, and to the rest of the world that you are no mere mortal, you are here to show that you will be a legend, that the people of this world will speak of for the ageís to come. But others are in your way, and they must be brought under your heel and dealt with, in time, of course. For now the opening moves must be played. Where will your first step take you?
Greetings once again people of the E. Iím here to try something that I havenít seen yet here. A war based RPG, where you, the player, will take on the role of the leader of a small band of warriors and forge yourself an empire. Yes it sounds complex, but rest easy, a great deal of the work is done with just a simple idea.
You the player will be taking on the role of a person that will make the world around him into a place of unknown wonders, or terrorís, while other players will be attempting to one up you on the field of battle. This game will take place upon a map, once all the creations of all the players has been dealt with. But for now lets get into the meat of it. The Armies:
What warlord wouldnít want an army to lead and follow his command to rule the world and make his mark? None that I can think of and the same goes for you. Here is where the creation of your armies will take place. Armies are broken into three groups that will fight one another on the field of battle.
The bread and butter of all armies. From lowly peasants to ogres an army needs foot soldiers. To make it simpler hereís a general layout of the soldiers and their ranks that will take place throughout the game. You will start with the lowest ranking soldiers.
Light Infantry- The basic run of the mill soldier, fresh recruits with little experience in the field of battle. Wield light weapons and armor
Medium Infantry- Experience soldiers, that have servived a number of engagements, wield heavy armor and swords and shields.
Heavy Infantry- Veteran soldiers that have a number of season and battles under their belts, wield some of the best armor and weapons.
Elite Infantry- Masterís of war and battle, these soldiers understand the ways of war and know when and where to strike and enemy. Wields weapons of remarkable qualities Cavalry-
The wrecking ball of most armies of the world these units will devastate unprepared armies in moments with a single charge. In addition to their strength they move quicker and travel farther then most armies on the field.
Cavalry Ė Your basic horseman with light weapons and armor.
Medium Cavalry- A soldier on an armored mount and heavy equipment then the basic horseman.
Heavy Calvary- Fully armored soldier and mount that knows the field of battle.
Elite Calvary- Master soldier riding a mount of equal skill. Archerís:
Why attack a foe up close when you can down him from afar? Archers make this possible and allow a number of units to fall far before they reach the main line of battle. That is if they can get into place fast enough.
Archerís- A soldier with a ranged weapon, knows how to aim and shoot.
Medium Archerís- An experienced soldier with a ranged weapon that knows how to shoot and kill.
Heavy Archerís- A veteran soldier with a ranged weapon that knows the way to shoot and kill an enemy with skill.
Elite Archerís- A master soldier with a exceptional weapon that knows how to aim, shoot, kill, and repeat, over and over again. Field Support:
Most armies have secondary support before a battle comes into play, these units play a direct role in the outcome of battles but not during the battle itself. From ruining fortifications to setting up ambushes or traps, few armies march without some knowledge of the enemy they go to face.
Sappers- Soldiers that know how to lay basic traps on the field of battle.
Trapperís- Soldiers that know how to lay complex traps on the field of battle.
Scouts- Solders that know how to find the layout of the battle field and relay important information to soldiers that are going to fight upon it.
Medics- Healers on the field of battle.
Artillery: When the armies you face are just to dug in and you just need to slam them into oblivion you call out the big guns. This of course is your artillery. Built to crush structural defenses they work just as well on flesh and bone. But are rarely accurate.
Artillery- Equipment or beasts or people that can throw large objects at a short distance to affect soldiers.
Medium Artillery- Equipment or beasts or people that can throw large objects at a medium distance to affect soldiers.
Heavy Artillery- Equipment or beasts or people that can thrown large objects at a long distance to affect soldiers.Boats
: A possible idea. Iím toying with it for now. Ships-
Vessels that can be used to affect coastal towns and launch raids into enemy towns.
Warships- Vessels that can attack and damage soldiers within towns and other ships on the coast. Unique-
A special trait for your race/group/organization, this can be anything that you can think of but it will pass through me before I apply it to this game. Battle:
You are all wondering how this will all work out. So Iíll break it down for you. You are the player controlling these armies and they will be moving around a map. As the game continues your armies will grow in size, in time they will even run into other groups and will come to blowís. When this happens two things are needed. One of those being a post with a battle plan, the second being the soldiers that will be fighting. Example:
Lord A finds Lord B
Lord A has 3 infantry and has them attack Lord B
Lord B has 1 archer and one infantry he sends them out to fight
Now to break it down
Infantry beat Cavalry,
Archerís beat Infantry,
Cavalry beatís Archerís
When facing the same army it is decided by your post. Example:
Lord A winís the battle but loses 2 infantry to Lord B
Lord A has far more then lord B but Lord be has an archer unit
Based on the post Lord B shields his archers with his infantry while Lord A attacks. Archers kill off a unit of infantry
Lord A 2 remaining infantry attack Lord Bís infantry, Kill Lord B infantry, Then kill Lord Bís Archerís but not before Lord B Archerís down another band of Infantry.
Now a great deal of this is on post quality, it affects your battle post.
Field Support also affects the battlefield based on what you deploy to the field that will support your soldiers. Giving bonuses to your soldiers and your chances of victory. Combat Rules Advanced:(For people with questions)
I know each of you is coming up with some super idea for your units that you will be fielding, for super-human mage meteor maddeness to rats that use poison. Well I have it all explained to you here. Combat is broken down by the units that are fielded and the post that guide them. Since I can only read a post I'll explain the units you will field. But before you know this chart you have to know one thing.
Archers have an advantage over Infantry
Infantry have an advantage over Calvary
Cavalry have an advantage over Archers Inf Arch CavInfantry:
   Archers:
  Cavalry:
  
That's combat in a nutshell for everything. You have fire mage's as infantry or T-Rex's on skateboards shooting laser's from their mouth's as Cav it is all listed within that simple chart. Now I know that you are thinking, well that doesn't make "my" idea for an army interesting. So we have a special unit that only your army will have. Special units follow a different stat then a normal units. See below
Inf Arch Cav
Reef Crabs (Cavalry)   
Reef Crabs: Found off the coasts of Rill, these beasts were quickly assimilated into Lord General Kuaf's army as they marched into battle. These unit's quickly showed that they have a unique trait in taking out infantry with their large claws and made even faster work of archer's then his normal cavalry. Sadly their one fault seemed to be when faced with other unit's of it's size or larger. But reguardless of the minor fault they were a welcome addition.
Special Units need 3 things. A name, a unit type, and then their point allocation. Special unit's have 6 points you can give them that need to be broken down into the following groups, each group must have 1 point in it.
Calvary Update: Veteran Units:
The more battles your soldiers are in the stronger they become, when your units gain experience in battle they become stronger. This will be seen on the map with changes done to your units and a little chevron over his head. Lands:
Armies require lands to live upon and grow. Without them all armies would dissolve. Land isnít something we will work with to much right now as we are just setting up here. But Iíll inform you later once we have you the playerís set up. Updated Map You:
Yes you. The player. If you made it this far your bored or maybe even interested within this. So what I need from you is a character. Anything that you can think of, a demon, a human, a anthropomorphic being, anything. You are going to become a legend and no one is going to stop you. So who are you?
Bio: Unique: Nation Colors:
Starting Units: [Start with up to 5 on the first tier of all unit types, no specials]
With that filled out I need to know something more. What about your soldiers? Your troops? Your group? Iím sure you took note of the uniquely lacking detail unique spot up above. Well this is it. Your ace in the hole the one thing that no one else has but you do. What is that? This will decide what unknown bonus that your group alone will get. What is it? Lands:
The point of this game is to take over land, along with crushing your enemies. Now I know you can't see the map, nor will you yet, but I best explain it unless confusion sets in. Lands will generate wealth, wealth is spent on armies, to ether improve your soldiers, give you more soldiers or bribe other players into assisting you. Each land, for now, will generate a single income a piece.
Land Update & New Rules
A new rule has been declared, A unit v land breakdown of unit creation. It is as follows.
Lands generate one wealth
When you hold two lands you can create 1 special. Example:
Lord A has 3 lands. Because Lord S has 3 he can get a special unit and 3 normal units.
If lord A takes another land he could make 2 special units and 4 normal units.
If you hold 4 lands: You gain access to single artillery unit Bridges:
You cannot cross a river without holding or taking a bridge upon the map.
A players Turn:
How this game will be played is as follows.
You will post, meaning what your character is doing over the course of the battle, talking, planning, attempting to talk to other players, etc.
Next you will declare your move actions, meaning your army (and leader) will push out of their lands and attack another. I would like a name for the land you are attacking from you
along with your plan of assault. You can only move 1 square a turn.
If you happen to run into enemy forces while your move takes place, like someone attacks your lands that you moved out of, then your land will be defenseless and will be destroyed AKA taken over. Or the reverse happens if the enemy is attacked by you.
Battle calculations are figured by me, losses and experience is rewarded thought-out the course of the game.
Once all this is down you will train or build units, You build units with wealth, your leader gives you four soldiers and your lands give you one. Your lands can only create 2 normal 1 special and 1 field support a turn, should you gain artillery then I'll declare the land within your empire can build it.
The end of your post can be a summary of your actions. Example: Lord A moves to land 1(Rill), attacks with 2 Infantry, build infantry in TillQuestions:
Now if you have taken the time to fill this out or even read this far Iíd like to thank you. But if Iím going to get this up and running Iíll need to know if your confused about anything right now. If so drop me a PM or post away right here. I look forwards to see what this turns into.