Battlefield of Blood and Honor [Accepting new players for the next round]
07-12-2016, 04:49 AM (This post was last modified: 08-24-2016 07:30 AM by chimericWilder.)
Post: #1
Battlefield of Blood and Honor [Accepting new players for the next round]
In the interest of having a few more threads going on that are actual games rather than convoluted roleplays, I thought I would host a strategy game in the vein of the combat from Heroes of Might & Magic and other, similar games. Hopefully this ruleset will prove to have enough interesting gameplay depth to it to last more than a single game. The idea is to have a lot of variety between player units and tactics, and set the stage for some good old-fashioned battlefield chaos. Hell, if another pair of players want to join an already-ongoing conflict and suddenly change the stakes, im sure that can be arranged.

Basic Rules:
  • Combat takes place on a grid supplied by one of the players. Make it however large or small as you want, and add interesting terrain obstacles or neutral objects that can be captured and controlled to gain an advantage.
  • Before combat begins, you can set up your army however you like on your side of the battlefield as according to however many Unit Stat Cost points the players agreed to beforehand. Players must also agree on up to how many different unit varieties can be employed, and must choose their potential units from among the list of submitted units. However, the players do not have to use every unit chosen and are not made aware of how many units of each variety their opponent is fielding before combat begins.
  • Units can move horizontally or vertically as far as their moves can take them. A unit stack can move through another, friendly unit stack for the cost of 1 additional point of move, provided that they have enough move to land on an unoccupied grid space.
  • Both ranged and melee units move orthagonally. Melee units cannot attack a unit they are not immediately beside.
  • Merging two stacks of units costs one point of move for each stack, even though only one stack makes a move. Likewise with splitting an existing stack.
  • When attacking another stack of units, the attacking unit deals its damage first, and the defending stack then retaliates if both stacks are melee, dealings its own damage minus any attack power lost by units killed in the initial attack.
  • A stack can move and then attack, but not attack and then move. Ranged units cannot move and then attack, save as a melee attack.
  • Each turn, a player may make full use of their entire army, updating the grid map as appropriate.
  • Most units have Discipline. Discipline represents the whole unit stack's general combat-readiness, and every attack made against a unit stack reduces Discipline by one for every attacking unit in the opposing stack. When A unit stack reaches 0 Discipline, it is rendered unable to attack and receives double damage from all sources of damage until Discipline is recovered. Discipline naturally recovers by 1 point for per unit in the stack for every turn a stack spends without being in melee range of another stack. Flanking an enemy unit stack causes discipline damage to be doubled.
  • You can split each unit type into as many stacks as you want, however Discipline damage will not be inflicted if the enemy stack is much larger than your own. Likewise with preventing an enemy stack from regaining Discipline by attacking with a single unit. Likewise, a stack that is outnumbered in USC by x3 that of another stack (or group of stacks) takes double discipline damage from any attack for as long as they remain outnumbered (though they are not dealt double damage, unless their discipline is broken).
  • Every unit is strong against another type of unit, dealing double damage and reducing their discipline by twice the normal amount against that particular unit type. Additionally, any Specials that a certain unit may have are momentarily suppressed when attacked by a unit which they are weak to, though there are exceptions to this.
  • Every unit has a Special which can break or alter normal rules, and does not go toward their Unit Stat Cost. A special can be practically anything, from a one-time special move with to being undetected on the battlefield map. Be creative, but fair.
  • Battles will take place between two or more players who may or may not be allied. The goal isnt for everything to be perfectly fair, but rather to create interesting strategic scenarios... and fun, hopefully.
  • If stat costs prove unbalanced, they will be changed only once a certain unit's stat distribution has proven to be clearly superior.
  • You can Rp orders being given, descriptions of things happening or whatever if you want to, but its just for flavor.

Use this form to create your own units. Everything is listed based on how much a single stat point costs in USC, and is for a single unit, meaning you'll have to spend a lot more for a large stack of that unit. Stats listing multiple numbers divided by a colon grow increasingly expensive to buy for each purchase you make. Agree with your opponent(s) how much USC you each have to spend on units before battle.

Note that Defense works as point-by-point damage reduction and is applied once for every attacking unit, though it cannot reduce damage dealt below 1 (per unit).

Unit Name Here
Unit Stat Cost: The sum of all points you spend
Health: 0.1
Damage: 0.5
Defense: 1
Range: 1, 1, 1, 2, 2, 3, 3, 4, 4, etc
Move: 1, 1, 1, 2, 2, 2, 3
Discipline: 0.33, 0.33, 0.5, 0.5, 1
Unit Type: (Heavy infantry, light infantry, hero, cavalry, artillery, support, structure)
Strong Against: ^
Special: Try to keep this interesting, rather than just making it some kind of stat boost.
Unit Description: Optional flavor text. Be as silly or serious as you want.
Battlefield Symbol: A letter or number that represents the unit's stack on the map.

All submitted units listed below.

Units by Symbol
a: Maroc Axe-thrower
B: Battering Ram
b: Gran Brute
G: Gran Knight
f: Festering Pile
F: Large Festering Pile
K: Kyrantir Scalerider
k: Kyrantir Crossbowmen
m: Marauder
R: Oroc Raider
r: Rotter Bug
S: Marathi Steelbreaker
s: Marathi Suncaller
T: Watchtower
t: Bladelord Kiyak
u: Ulgar Bloodmage
V: Vanbreaker
v: Varash Impaler
W: Warleader
w: Outcast Soulweaver

5: Salash
=: Palisade Wall
^: Siege Tower
<: Tairan Sunwing

ƚ: Harbaach Linesman
Ɇ: Harbaach Guard
Ȋ: Blade Marcher
Щ: Living Wall
Π: Nemean
ʩ: Flesh Golem
ɸ: Thunderchild
Ȭ: Fortress Wall
Ȯ: Fortress Gatehouse

▭: Rathorian Armsmen
⌧: Rathorian Riflemen
⍜: Military Truck
⌻: Rathorian Howitzer
⍓: Rathorian Heavy Cannon
⍟: Engineer Wagon
∅: Steam Tank

---Generic Units---
Fortress Wall
Unit Stat Cost: 30
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 10x1 = 10
Range: 0x1 = 0
Move: 0x1 = 0
Discipline: 10x = 16
Unit Type: Structure
Strong Against: Light Infantry
Special: Only takes 10 damage max from attacks by non-infantry stacks (This ability may be changed back later)
Unit Description: Walls to a mighty fort.
Battlefield Symbol: Ȭ

Fortress Gatehouse
Unit Stat Cost: 25
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 5x1 = 5
Range: 5x1 = 5
Move: 0x1 = 0
Discipline: 5 = 11
Unit Type: Structure
Strong Against: Light Infantry
Special: Can hold a stack, giving it's ranged stat to any ranged units with less range.
Unit Description: Gatehouse of a mighty fort.
Battlefield Symbol: Ȯ

Palisade Wall
Unit Stat Cost: 12
Health: 50 (5)
Damage: 4 (2)
Defense: 5
Range: 0
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Cavalry
Special: Pointy! - Deals its damage stat to any unit which attacks it. Cannot be discipline broken.
Unit Description: A wall made of sharpened stakes.
Battlefield Symbol: =

Watchtower
Unit Stat Cost: 18
Health: 40 (4)
Damage: 2 (1)
Defense: 5
Range: 8
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Light Infantry
Special: High Vantage - Can be garrisoned with an artillery unit, giving that unit the range of the tower. If the tower is killed, the artillery unit will also be killed. Cannot be discipline-broken.
Unit Description: A tower with an archer in it. Useful for keeping an eye on areas, but will fall to any concerted attack.
Battlefield Symbol: T

---The Farfire Coalition---
Marathi Steelbreaker
Unit Stat Cost: 17
Health: 30 (x3)
Damage: 4 (x2)
Defense: 5 (x5)
Range: 1 (x1)
Move: 2 (x2)
Discipline: 10 (x4)
Unit Type: Heavy Infantry
Strong Against: Light Infantry
Special: Shieldwall: Redirect 50% of any ranged damage caused to units positioned behind this unit to this unit. Only the originally targeted unit takes discipline damage.
Unit Description: Heavily armored naga warriors hailing from a forgotten desert landscape. Their armor slows them down, but provides ample defense against arrows, spears and other light weapons.
Battlefield Symbol: S

Kyrantir Scalerider
Unit Stat Cost: 18
Health: 40 (x4)
Damage: 8 (x4)
Defense: 2 (x2)
Range: 1 (x1)
Move: 4 (x4)
Discipline: 8 (x3)
Unit Type: Cavalry
Strong Against: Heavy Infantry
Special: Vicious Charge: Any time the unit attacks after having moved more than two squares in the same direction, it deals double damage and double discipline damage.
Unit Description: Battle-trained knights riding giant, ferocious lizards, known for their deadly lunging attacks that will shred the defenses of even the most armored foes.
Battlefield Symbol: K

Varash Impaler
Unit Stat Cost: 9
Health: 20 (x2)
Damage: 4 (x2)
Defense: 0
Range: 1 (x1)
Move: 3 (x3)
Discipline: 3 (x1)
Unit Type: Light Infantry
Strong Against: Cavalry
Special: Quickswap: Once per battle, can immediately swap their own positions with any other friendly unit stack adjacent to themselves, without costing either stack their turn.
Unit Description: Unarmored, poorly-trained jackal people from the desert, armed with spears. Not much good in a straight fight, but they're quick on their feet.
Battlefield Symbol: v

Bladelord Kiyak
Unit Stat Cost: 39
Health: 100 (x10)
Damage: 30 (x15)
Defense: 5 (x5)
Range: 1 (x1)
Move: 3 (x3)
Discipline: 11 (x5)
Unit Type: Hero
Strong Against: Light Infantry
Special: Rallying Hero: Kiyak can stand on the same square alongside any allied stack, adding his damage on any attacks or retaliations. When fighting this way, Kiyak adds his Discipline pool to the discipline of the stack he is assisting. Units must defeat the stack he is in to attack Kiyak.
Unit Description: An unassuming batfolk with a very nice-looking sword.
Battlefield Symbol: t

Marathi Suncaller
Unit Stat Cost: 19
Health: 30 (x3)
Damage: 10 (x5)
Defense: 0
Range: 8 (x8)
Move: 2 (x2)
Discipline: 3 (x1)
Unit Type: Artillery
Strong Against: Artillery
Special: Burn!: Inflicts twice as much discipline damage.
Unit Description: Naga pyromancers who can summon the fury of the sun.
Battlefield Symbol: s

Kyrantir Crossbowman
Unit Stat Cost: 12
Health: 20 (x2)
Damage: 4 (x2)
Defense: 0
Range: 5 (x5)
Move: 2 (x2)
Discipline: 3 (x1)
Unit Type: Artillery
Strong Against: Support
Special: Disruptive Volley: Units hit by the stack have their move reduced by 2 for the next turn.
Unit Description: Cheap crossbowmen adept at attacking and disrupting unarmored targets such as healers and mages hiding behind the frontlines.
Battlefield Symbol: k

Outcast Soulweaver
Unit Stat Cost: 14
Health: 30 (x3)
Damage: 8 (x4)
Defense: 0
Range: 4 (x4)
Move: 2 (x2)
Discipline: 3 (x1)
Unit Type: Support
Strong Against: Cavalry
Special: Soulflame: Add its own attack to any unit within its range in place of attacking. The boosted unit still behaves and counters normally.
Unit Description: Deformed, twisted humans sporting scales, claws, hooves and other inhuman alterations.
Battlefield Symbol: w

Salash
Unit Stat Cost: 80
Health: 350 (x35)
Damage: 44 (x22)
Defense: 10 (x10)
Range: 2 (x2)
Move: 4 (x4)
Discipline: 13 (x7)
Unit Type: Hero
Strong Against: Light Infantry
Special: Furious Reprisal: This unit counter-hits before the enemy can attack, and can continue to counter-hit against any amount of further attacks.
Unit Description: A giant, fiveheaded hydra with scales like stone and a bucketful of unresolved anger issues.
Battlefield Symbol: 5

Tairan Sunwing
Unit Stat Cost: 21
Health: 40 (x4)
Damage: 12 (x6)
Defense: 1 (x1)
Range: 1 (x1)
Move: 7 (x7)
Discipline: 6 (x2)
Unit Type: Light Infantry
Strong Against: Artillery
Special: Winged Scout: This unit can pass through friendly and enemy stacks without incurring movement penalties, does not suffer from movement penalties from terrain, can pass through impassible terrain, and can occupy the same square as another friendly stack. However, any melee damage received immediately ends this effect and reduces their Move by 3, lasting until the turn after they have disengaged from combat.
Unit Description: Batfolk infantry consisting of made up from the ranks of former scouts and messengers, trained to endure extended flight and conditioned to tolerate the light of the sun. Fast and deadly, but sparse in numbers.
Battlefield Symbol: <

Outcast Sufferer
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type:
Strong Against:
Special: Grows more powerful when struck
Unit Description:
Battlefield Symbol:

Varash Tombdiver
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type:
Strong Against:
Special:
Unit Description:
Battlefield Symbol:

Tairan Honorblade
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type:
Strong Against:
Special: Battleflight: Unit can attack and then move, or move, attack and move again, as long as it still retains move with which to do so. If the unit attacks another melee stack and moves out of its range within the same turn, no retaliation is incurred.
Unit Description:
Battlefield Symbol:

Songsmith Siva Bahara
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type: Hero
Strong Against:
Special: Echoing Symphony: Instead of attacking, can cause all enemy units within her range to have their defense reduced to 0, but only against tairan aggressors.
Unit Description:
Battlefield Symbol:

Princess Ciriel
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type: Hero
Strong Against:
Special: Shard of the Sapphire Throne: Instead of attacking, take control of an enemy stack within range equaling up to 10% of this unit's USC. If only part of a stack could be converted, the converted units must end their turn on a valid square.
Unit Description:
Battlefield Symbol:

Outcast Bonefletcher
Unit Stat Cost:
Health: x10
Damage: x2
Defense: x1
Range: x1
Move: x1
Discipline: x3, x2, x1
Unit Type: Support
Strong Against:
Special: Light of Life: Instead of attacking, can heal an allied stack equal to its damage output. Allied dead can be brought back to life, but doing so permanently reduces that unit's maximum life by 50%.
Unit Description: Heretic taira clad in half-rotted clothing and the bones of various folk and animals, banished from Telran-ri for their honorless ways.
Battlefield Symbol:



---The Harghkan Horde---
Oroc Raider
Unit Stat Cost: 17
Health: 20 (2)
Damage: 10 (5)
Defense: 0
Range: 1
Move: 6
Discipline: 8 (3)
Unit Type: Cavalry
Strong Against: Artillery
Special: Skirmisher - Can move through enemy units as if they were friendly.
Unit Description: Fast and light riders of the Horde, the Oroc Raiders are known for their lightning strikes on the enemy rear line. They hit hard, but quickly fall apart against infantry.
Battlefield Symbol: R

Marauder
Unit Stat Cost: 10
Health: 10 (1)
Damage: 6 (3)
Defense: 0
Range: 1
Move: 4
Discipline: 3 (1)
Unit Type: Light Infantry
Strong Against: Light Infantry
Special: Doublestrike - When attacking, Marauders hit a second time after the enemy retaliation.
Unit Description: Marauders are the Horde's frontline fighters. Equipped with little more than an axe and their clothes, they are vastly inferior to any trained heavy infantry force. However, the ferocity of their attacks will tear apart any levy infantry with ease.
Battlefield Symbol: m


Maroc Axe-thrower
Unit Stat Cost: 13
Health: 20 (2)
Damage: 4 (2)
Defense: 0
Range: 3
Move: 3
Discipline: 8 (3)
Unit Type: Artillery
Strong Against: Cavalry
Special: Shieldbreaker - Ranged attacks from this unit ignore enemy defense.
Unit Description: The Maroc are a ferocious clan of axe-wielders, and have perfected the art of axe-throwing. Their heavy projectiles, though short-ranged, can cripple a horse and break through armor.
Battlefield Symbol: a

Vanbreaker
Unit Stat Cost: 21
Health: 40 (4)
Damage: 6 (3)
Defense: 4
Range: 1
Move: 3
Discipline: 12 (6)
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: Pushback - If the square is free, the Vanbreaker will push its enemy unit one square in the direction of the attack.
Unit Description: Vanbreakers are armored and fierce elite fighters. They tear through their enemies with huge maces, and not many can withstand their ferocious strength.
Battlefield Symbol: V

Warleader
Unit Stat Cost: 32
Health: 50 (5)
Damage: 12 (6)
Defense: 4
Range: 1
Move: 4
Discipline: 17 (12)
Unit Type: Heavy Infantry
Strong Against: Light Infantry
Special: Inspiring Leader - All adjacent units do double discipline damage to enemies.
Unit Description: No Horde warband is complete without its Warleader. These titans of the battlefield make a dangerous encounter into a deadly one, and through their direction the Horde's forces tear through their enemies with ease.
Battlefield Symbol: W

Ulgar Bloodmage
Unit Stat Cost: 17
Health: 30 (3)
Damage: 4 (2)
Defense: 0
Range: 5
Move: 4
Discipline: 8 (3)
Unit Type: Support
Strong Against: Support
Special: Curse - Units attacked by an Ulgar Bloodmage deal half damage next turn.
Unit Description: Ulgar Bloodmages are the spiritual leaders of the clans. They conduct dark rituals to weaken the Horde's foes.
Battlefield Symbol: u

Battering Ram
Unit Stat Cost: 37
Health: 100 (10)
Damage: 10 (5)
Defense: 10
Range: 1
Move: 2
Discipline: 15 (9)
Unit Type: Support
Strong Against: Structure
Special: Carrier - Can share a square with Light or Heavy infantry. Any attacks made against the infantry will instead damage the ram.
Unit Description: The Horde's rams double as armored infantry vehicles. Though slow, they are resillient and will tear down walls and other structures with ease.
Battlefield Symbol: B

---Gran Forces---
Gran Knight
Unit Stat Cost: 67
Health: 300 x30
Damage: 20 x10
Defense: 10 x10
Range: 1 x1
Move: 2 x2
Discipline: 20 x14
Unit Type: Heavy Infantry
Strong Against: Artillery
Special: Gran Stubbornness: The turn after this unit is vulnerable from lack of Discipline, it regains 10 discipline. This unit cannot be in a stack with other members of its own unit.
Unit Description: A huge monstrous humanoid creature clad in heavy iron armor. The only thing worse than their freakish brute strength is the insects their horrible stench attracts.
Battlefield Symbol: G

Gran Brute
Unit Stat Cost: 70
Health: 300 x30
Damage: 30 x15
Defense: 5 x5
Range: 7 x7
Move: 3 x3
Discipline: 16 x 10
Unit Type: Artillery
Strong Against: Building
Special: Undeterred: This unit spends 1 less movement to pass through rough terrain. (Cannot be reduced below 1 by this ability)
Unit Description: A huge monstrous humanoid creature that is not weighed down by heavy armor. The Gran Brutes often hurl large boulders at their foes. The only thing worse than their freakish brute strength is the insects their horrible stench attracts.
Battlefield Symbol: b

Rotter Bug
Unit Stat Cost: 6
Health: 10 x1
Damage: 2 x1
Defense: 0
Range: 2 x2
Move: 2 x2
Discipline: 0
Unit Type: Support
Strong Against: Artillery
Special: Vermin: When a Rotter Bug is attacked, its stack does not lose any discipline, and damage they take does not prevent discipline restoration. If their stacks discipline is 0 then any damage the bug takes will kill it, but it can still attack normally. Rotter Bugs cannot join a new stack in an ongoing conflict. May be stacked with 1 non rotter bug unit.
Unit Description: A highly aggressive stinging insect which is attracted to the putrid stench of the Gran.
Battlefield Symbol: r

Festering Pile
Unit Stat Cost: 2
Health: 10 x1
Damage: 0
Defense: 0
Range: 1 x1
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Structure
Special: Festering Garbage: Rotter bugs stacked with a Festering Pile are "Hidden" until the Festering Pile is attacked. Hidden Rotter Bugs cannot attack. If the pile is attacked any Rotter Bugs in range of the tile gain 1 Discipline for 1 turn.
Unit Description: A nasty pile of disgusting refuse that Rotter Bugs adore.
Battlefield Symbol: f

Large Festering Pile
Unit Stat Cost: 5
Health: 20 x2
Damage: 0
Defense: 1 x1
Range: 2 x2
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Structure
Special: Festering Garbage: Rotter bugs stacked with a Festering Pile are "Hidden" until the Festering Pile is attacked. Hidden Rotter Bugs cannot attack. If the pile is attacked any Rotter Bugs in range of the tile gain 1 Discipline for 1 turn.
Unit Description: A nasty pile of disgusting refuse that Rotter Bugs adore.
Battlefield Symbol: F

---The Harbaach Dynasty---
Harbaach Linesman
Unit Stat Cost: 16
Health: 2x10 = 20
Damage: 5x2 = 10
Defense: 0x1 = 0
Range: 6x1 = 6
Move: 2x1 = 2
Discipline: 1x3 = 3
Unit Type: Light Infantry
Strong Against: Heavy Infantry
Special: Linemen do not lose discipline in battle. If they lose more than 50% of their stack in a single battle however their discipline instantly drops to 0.
Unit Description: The main troops of the Haarbach Dynasty. Strength in numbers is their motto, and that reflects on how well they fight.
Battlefield Symbol: ƚ

Harbaach Guards
Unit Stat Cost: 25
Health: 5x10 = 50
Damage: 8x2 = 16
Defense: 5x1 = 5
Range: 1x1 = 1
Move: 2x1 = 2
Discipline: 2x3 + 2x2 = 10
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: May sacrifice their turn to swap their damage and defence.
Unit Description: The elite troops of the Haarbach Dynasty. Elite stormtroops primarily to establish a break through enemy lines and then hold until other troops push through.
Battlefield Symbol: Ɇ

Blade Marcher
Unit Stat Cost: 20
Health: 3x10 = 30
Damage: 9x2 = 18
Defense: 3x1 = 3
Range: 2x1 = 2
Move: 1x1 = 1
Discipline: 2x3 = 6
Unit Type: Light Infantry
Strong Against: Cavalry
Special: Does not make attack moves, but deals damage first to any enemy unit coming within its range.
Unit Description: Slow and cumbersome, these golems are walking walls of blades and used to blunt enemy advances.
Battlefield Symbol: Ȋ

Living Wall
Unit Stat Cost: 40
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 20x1 = 20
Range: 0x1 = 0
Move: 1x1 = 1
Discipline: 9x = 15
Unit Type: Support
Strong Against: Structure
Special: Enemy units cannot damage the health or discipline of any ranged or non-attacking units in the same space as the Living Wall.
Unit Description: A massive construct crafted by the technomancers of the dynasty.
Battlefield Symbol: Щ

Nemean
Unit Stat Cost: 22
Health: 4x10 = 40
Damage: 4x2 = 8
Defense: 3x1 = 3
Range: 1x1 = 1
Move: 5x1 = 5
Discipline: 5 = 11
Unit Type: Cavalry
Strong Against: Artillery
Special: Any single light infantry, heavy infantry, or hero unit can fuse with this unit, adding all of their stats together. The new unit can take on the Unit Counter of either the nemean, or that of the other unit.
Unit Description: Bronze beasts created and brought to life by the dynasty in order to serve as quick attack units, also used as mounts by some of their best troops.
Battlefield Symbol: Π

Flesh Golem
Unit Stat Cost: 30
Health: 10x10 = 100
Damage: 10x2 = 20
Defense: 0x1 = 0
Range: 1x1 = 1
Move: 2x1 = 2
Discipline: 7x = 13
Unit Type: Heavy Infantry
Strong Against: Light Infantry
Special: Every time it kills a unit, the Flesh Golem deals an extra point of discipline damage to the enemy stack.
Unit Description: A horrific abomination crafted by the dynasty to destroy the morale of their enemies.
Battlefield Symbol: ʩ

Thunderchild
Unit Stat Cost: 60
Health: 2x10 = 20
Damage: 40x2 = 80
Defense: 0x1 = 0
Range: 15x1 = 15
Move: 1x1 = 1
Discipline: 2x3 = 6
Unit Type: Artillery
Strong Against: Artillery
Special: Instead of attacking, can bombard an empty space, making it impassable for the round. Multiple units in the same stack can choose different spaces.
Unit Description: Horrific siege engines that unleash the power of terrific storms upon the battlefield.
Battlefield Symbol: ɸ

Siege Tower
Unit Stat Cost: 20
Health: 5x10 = 50
Damage: 0x2 = 0
Defense: 5x1 = 5
Range: 0x1 = 0
Move: 3x1 = 3
Discipline: 7x = 13
Unit Type: Support
Strong Against: Artillery
Special: Can hold a stack. When next to a unit, allows the held stack to either attack or move one space past the enemy stack.
Unit Description: A mobile tower capable of safely delivering troops over obstacles.
Battlefield Symbol: ^

---The Imperium of Rathoria---
Rathorian Armsmen
USC: 18
Health: 50 (5x10)
Damage: 8 (4x2)
Defense: 2 (2x1)
Range: 1 (1x)
Move: 3 (3x)
Discipline: 8 (3x)
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: Armsmen excel at holding the line: they take half as much damage from ranged attacks (before applying defense), forcing their enemies to get in close.
Unit Description: This massed heavy infantry formation is built to hold the line. They carry round shields and wear steel breastplates, giving them a good mix of mobility and staying power. Although seemingly archaic compared to the rest of the Rathurian army, the Armsmen fill a vital role in defending their trenches and plugging any gaps that emerge, though they are frequently supplemented by mercenaries for that purpose.
Battlefield Symbol:

Rathorian Riflemen
USC: 20
Health: 20 (2x10)
Damage: 12 (6x2)
Defense: 0 (0x1)
Range: 5 (7x)
Move: 3 (3x)
Discipline: 3 (1x)
Unit Type: Light Infantry
Strong Against: Cavalry
Special: Rathorian Riflemen are the masters of fighting in obstructed environments. Whenever Rathorian Riflemen make use of defensive terrain, they gain double the normal bonus. Riflemen also ignore any bonuses granted by defensive terrain to their targets when attacking.
Unit Description: Armed with rifled muskets, this gunpowder formation excels at picking off enemies from a distance. They make up a key part of the Rathorian 'impenetrable fortress' strategy, backing up solid front lines with devastating long-range firepower. They can also deploy rapidly from trucks to lay down flexible fire with surprising speed.
Battlefield Symbol:

Military Truck
USC: 15
Health: 40 (4x10)
Damage: 0 (0x2)
Defense: 1 (1x1)
Range: 0 (0x)
Move: 6 (9x)
Discipline: 3 (1x)
Unit Type: Support
Strong Against: Light Infantry
Special:
Truck stacks can "load" friendly stacks of up to 160 points worth of light or heavy infantry per truck when occupying the same space as them mid-move. Loaded stacks are automatically moved with the truck and can share its space freely, not costing the loaded stacks any move. A truck cannot load a stack that has already attacked this turn. A truck is not slowed down by the friendly units it is loaded with.

When the truck chooses to "unload" one of them, it stops that stack being linked to the truck. The truck must then move out of the space, meaning it must have at least 1 move left when it unloads in order to allow it to move away after unloading the stack.

Instead of loading stacks of infantry, a truck stack can also load friendly stacks of artillery whose units are all marked as tow-capable at a ratio of one artillery per truck in the same way. A truck can load an allies' units if they are capable of being loaded and the ally consents.

While loaded into a truck, a stack cannot take any actions or counterattack if attacked, though once unloaded they can take all their actions the same turn if they haven't taken them already that turn.
Unit Description: These steam-powered trucks fill many logistics and support roles in the Rathorian army, providing the backbone to the entire force. They can carry troops to the front lines, evacuate the wounded, move supplies to and fro and tow heavy guns into their firing positions. Though the design is a military one, the utility enabled by the truck's rapid redeployments on the battlefield has led to many armies and mercenary groups purchasing trucks from Rathorian suppliers or producing their own.
Battlefield Symbol:

Rathorian Howitzer
USC: 60
Health: 60 (6x10)
Damage: 50 (25x2)
Defense: 0 (0x1)
Range: 10 (26x)
Move: 1 (1x)
Discipline: 6 (2x)
Unit Type: Artillery
Strong Against: Light Infantry
Special: The Rathorian Howitzer fires explosive shells in a mass bombardment to suppress their enemies. The stack hit by the howitzer, as well as any units in a 3x3 area centered on the target, lose 1 move on their next turn. This artillery piece is tow-capable.
Unit Description: The Rathorian Howitzer is an expensive and vulnerable weapon that benefits from the Rathorian strategy of holding hardened positions against the enemy. Safe behind the front line, batteries of these howitzers can use their explosive shells to tear apart enemy armies before they even reach battle. Enemy infantry soon learn to fear the whistle of descending high explosive shells.
Battlefield Symbol:

Rathorian Heavy Cannon
USC: 55
Health: 60 (6x10)
Damage: 60 (30x2)
Defense: 0 (0x1)
Range: 8 (17x)
Move: 1 (1x)
Discipline: 6 (2x)
Unit Type: Artillery
Strong Against: Hero
Special: The Rathorian Heavy Cannon ignores the defense value of enemies it attacks. However, this slow-firing weapon can only kill as many enemy units in the defending stack as there are Heavy Cannons in the attacking stack. This artillery piece is tow-capable.
Unit Description: The Rathorian Heavy Cannon is more vulnerable than its Howitzer cousin, as its lower angle of fire prevents it from engaging at truly safe distances. However, it exchanges this for powerful armor-piercing explosive ammunition, and it still has enough range to safely target enemy armored units before they can breach the front lines. Since its shells focus on penetrating power and sacrifice all splash damage in the process, it is all but useless against massed stacks of cheaper units.
Battlefield Symbol:

Engineer Wagon
USC: 28
Health: 40 (4x10)
Damage: 6 (3x2)
Defense: 10 (10x1)
Range: 1 (1x)
Move: 6 (9x)
Discipline: 3 (1x)
Unit Type: Support
Strong Against: Structure
Special: An engineer wagon can convert the terrain it is currently standing on into entrenchment tiles. This costs the engineer wagon 4 move. Entrenchments replace the defense value of any stack currently standing on them with the defense value of the engineer wagon if it is better, but only provide half this bonus against melee attacks. Entrenchment tiles also cost double move to enter if the stack is not already standing in an entrenchment tile.
Unit Description: The steam-powered engineer wagon is a military truck with the canvas covering removed, refitted to support a small crew of trained combat engineers. They play a vital role in Rathorian strategy, digging the entrenchments that protect Rathurian infantry lines and static artillery batteries from enemy fire. They are combat capable in a pinch so they are still useful once the fortifications have been dug, but shouldn't be used as frontline units except as a last resort.
Battlefield Symbol:

Steam Tank
USC: 100
Health: 300 (30x10)
Damage: 50 (25x2)
Defense: 25 (25x1)
Range: 1 (1x)
Move: 6 (9x)
Discipline: 16 (10x)
Unit Type: Cavalry
Strong Against: Heavy Infantry
Special: Nothing can stop the Steam Tank. It ignores terrain penalties to its movement speed and it can push enemy stacks out of the way - pushing them along in front of it while it moves. It costs double its normal movement cost when it pushes an enemy stack, the same as if it moved through an allied stack.
Unit Description: Designed specifically to counter the deeply-entrenched fortifications that are their own specialty, Steam Tanks are very powerful and expensive breakthrough units that can smash straight through the enemy line. The huge black clouds that are spewed by columns of these war machines are visible for miles around, announcing their terrible presence to the world. Of course, they make huge targets and need to recuperate after extended fighting, meaning they need infantry support on the battlefield.
Battlefield Symbol:

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07-12-2016, 08:07 AM (This post was last modified: 07-13-2016 05:58 AM by Vancho1.)
Post: #2
RE: Battlefield of Blood and Honor
Sounds cool! My one suggestion is to adjust the mechanics as necessary after the first few battles.

I'm going to work on a themed set of units here, keep an eye on this post.

The Harghkan Horde:

Oroc Raider:
Unit Stat Cost: 17
Health: 20 (2)
Damage: 10 (5)
Defense: 0
Range: 1
Move: 6
Discipline: 6 (3)
Unit Type: Cavalry
Strong Against: Artillery
Special: Skirmisher - Can move through enemy units as if they were friendly.
Unit Description: Fast and light riders of the Horde, the Oroc Raiders are known for their lightning strikes on the enemy rear line. They hit hard, but quickly fall apart against infantry.
Battlefield Symbol: r


Marauder:
Unit Stat Cost: 10
Health: 10 (1)
Damage: 6 (3)
Defense: 0
Range: 1
Move: 4
Discipline: 3 (1)
Unit Type: Light Infantry
Strong Against: Light Infantry
Special: Doublestrike - When attacking, Marauders hit a second time after the enemy retaliation.
Unit Description: Marauders are the Horde's frontline fighters. Equipped with little more than an axe and their clothes, they are vastly inferior to any trained heavy infantry force. However, the ferocity of their attacks will tear apart any levy infantry with ease.
Battlefield Symbol: m


Maroc Axe-thrower:
Unit Stat Cost: 13
Health: 20 (2)
Damage: 4 (2)
Defense: 0
Range: 3
Move: 3
Discipline: 6 (3)
Unit Type: Artillery
Strong Against: Cavalry
Special: Shieldbreaker - Ranged attacks from this unit ignore enemy defense.
Unit Description: The Maroc are a ferocious clan of axe-wielders, and have perfected the art of axe-throwing. Their heavy projectiles, though short-ranged, can cripple a horse and break through armor.
Battlefield Symbol: a

Vanbreaker:
Unit Stat Cost: 21
Health: 40 (4)
Damage: 6 (3)
Defense: 4
Range: 1
Move: 3
Discipline: 9 (6)
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: Pushback - If the square is free, the Vanbreaker will push its enemy unit one square in the direction of the attack.
Unit Description: Vanbreakers are armored and fierce elite fighters. They tear through their enemies with huge maces, and not many can withstand their ferocious strength.
Battlefield Symbol: V

Warleader:
Unit Stat Cost: 32
Health: 50 (5)
Damage: 12 (6)
Defense: 4
Range: 1
Move: 4
Discipline: 15 (12)
Unit Type: Heavy Infantry
Strong Against: Light Infantry
Special: Inspiring Leader - All adjacent units do double discipline damage to enemies.
Unit Description: No Horde warband is complete without its Warleader. These titans of the battlefield make a dangerous encounter into a deadly one, and through their direction the Horde's forces tear through their enemies with ease.
Battlefield Symbol: W

Ulgar Bloodmage:
Unit Stat Cost: 17
Health: 30 (3)
Damage: 4 (2)
Defense: 0
Range: 5
Move: 4
Discipline: 6 (3)
Unit Type: Support
Strong Against: Support
Special: Curse - Units attacked by an Ulgar Bloodmage deal half damage next turn.
Unit Description: Ulgar Bloodmages are the spiritual leaders of the clans. They conduct dark rituals to weaken the Horde's foes.
Battlefield Symbol: u

Battering Ram:
Unit Stat Cost: 37
Health: 100 (10)
Damage: 10 (5)
Defense: 10
Range: 1
Move: 2
Discipline: 12 (9)
Unit Type: Support
Strong Against: Structure
Special: Carrier - Can share a square with Light or Heavy infantry. Any attacks made against the infantry will instead damage the ram.
Unit Description: The Horde's rams double as armored infantry vehicles. Though slow, they are resillient and will tear down walls and other structures with ease.
Battlefield Symbol: B

Palisade Wall:
Unit Stat Cost: 12
Health: 50 (5)
Damage: 4 (2)
Defense: 5
Range: 0
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Cavalry
Special: Pointy! - Deals its damage stat to any unit which attacks it.
Unit Description: A wall made of sharpened stakes.
Battlefield Symbol: =

Watchtower:
Unit Stat Cost: 18
Health: 40 (4)
Damage: 2 (1)
Defense: 5
Range: 8
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Light Infantry
Special: High Vantage - Can be garrisoned with an artillery unit, giving that unit the range of the tower. If the tower is killed, the artillery unit will also be killed.
Unit Description: A tower with an archer in it. Useful for keeping an eye on areas, but will fall to any concerted attack.
Battlefield Symbol: T


The one, the only, Vancho!
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07-12-2016, 08:35 AM (This post was last modified: 07-17-2016 09:48 AM by Supernerd.)
Post: #3
RE: Battlefield of Blood and Honor
Here are the units I got so far. I'll work on this more later.

Gran Knight
Unit Stat Cost: 65
Health: 300 x30
Damage: 20 x10
Defense: 10 x10
Range: 1 x1
Move: 2 x2
Discipline: 15 x12
Unit Type: Heavy Infantry
Strong Against: Artillery
Special: Gran Stubbornness: The turn after this unit is vulnerable from lack of Discipline, it regains 10 discipline. This unit cannot be in a stack with other members of its own unit.
Unit Description: A huge monstrous humanoid creature clad in heavy iron armor. The only thing worse than their freakish brute strength is the insects their horrible stench attracts.
Battlefield Symbol: G

Gran Brute
Unit Stat Cost: 77
Health: 300 x30
Damage: 30 x15
Defense: 5 x5
Range: 7 x7
Move: 3 x3
Discipline: 20 x 17
Unit Type: Artillery
Strong Against: Building
Special: Undeterred: This unit spends 1 less movement to pass through rough terrain. (Cannot be reduced below 1 by this ability)
Unit Description: A huge monstrous humanoid creature that is not weighed down by heavy armor. The Gran Brutes often hurl large boulders at their foes. The only thing worse than their freakish brute strength is the insects their horrible stench attracts.
Battlefield Symbol: B

Rotter Bug
Unit Stat Cost: 6
Health: 10 x1
Damage: 2 x1
Defense: 0
Range: 2 x2
Move: 2 x2
Discipline: 0
Unit Type: Support
Strong Against: Artillery
Special: Vermin: When a Rotter Bug is attacked, its stack does not lose any discipline, and damage they take does not prevent discipline restoration. If their stacks discipline is 0 then any damage the bug takes will kill it, but it can still attack normally. Rotter Bugs cannot join a new stack in an ongoing conflict. May be stacked with 1 non rotter bug unit.
Unit Description: A highly aggressive stinging insect which is attracted to the putrid stench of the Gran.
Battlefield Symbol: r

Festering Pile
Unit Stat Cost: 2
Health: 10 x1
Damage: 0
Defense: 0
Range: 1 x1
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Structure
Special: Festering Garbage: Rotter bugs stacked with a Festering Pile are "Hidden" until the Festering Pile is attacked. Hidden Rotter Bugs cannot attack. If the pile is attacked any Rotter Bugs in range of the tile gain 1 Discipline for 1 turn.
Unit Description: A nasty pile of disgusting refuse that Rotter Bugs adore.
Battlefield Symbol: f

Large Festering Pile
Unit Stat Cost: 5
Health: 20 x2
Damage: 0
Defense: 1 x1
Range: 2 x2
Move: 0
Discipline: 0
Unit Type: Structure
Strong Against: Structure
Special: Festering Garbage: Rotter bugs stacked with a Festering Pile are "Hidden" until the Festering Pile is attacked. Hidden Rotter Bugs cannot attack. If the pile is attacked any Rotter Bugs in range of the tile gain 1 Discipline for 1 turn.
Unit Description: A nasty pile of disgusting refuse that Rotter Bugs adore.
Battlefield Symbol: F
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07-12-2016, 08:38 AM (This post was last modified: 07-12-2016 08:47 AM by chimericWilder.)
Post: #4
RE: Battlefield of Blood and Honor
Yeah, ofcourse! Any adjustments that prove necessary, will be made. I'll be paying close attention to troublesome mechanics, aswell as whether units are dying too quickly or too slowly or whatever.

SN, im not sure I understand how you intend for the Rotter Bugs to work with discipline. Do you mean for them to stack with the knight and so ignore discipline as long as they remain stacked? Because come to think of it, I forgot to mention that I did not intend for it to be possible to mismatching unit variants to be able to stack, save with special ability exceptions such as the example hero character i provided.

Also, for a starting match, i am hoping for a 2v2 scenario, or more even, to get as many folk battling as quickly as possible.
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07-12-2016, 08:55 AM
Post: #5
RE: Battlefield of Blood and Honor
They were definitely intended to stack with the knight, which is basically their whole thing. Do you see a problem with it?
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07-12-2016, 09:13 AM (This post was last modified: 07-12-2016 09:18 AM by chimericWilder.)
Post: #6
RE: Battlefield of Blood and Honor
No, i like it well enough but you should note in the knights' special ability then that he is able to stack with other units. Also, remember that a unit type that counters the gran knight can invalidate its special (although it probably wouldnt lose its ability to stack), so any army composition with a single unit that counters heavy infantry would simply ignore the knight's discipline defense. Also, ignoring attacks below 4 damage value is probably sort of pointless since it has 10 defense, and defense is point-by-point damage reduction.

Actually, I should probably include a rule on hero-type units, but im not sure how people would want them to work? Heroes could have two specials (one of which may or may not be the ability to stack with other units), but have a limit of how many can be deployed so that you cant just have a giant army of nothing but dragons or whatever, or how do you think something like that should work? Heroes could also have their own unit type category, for that matter.
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07-12-2016, 09:15 AM (This post was last modified: 07-12-2016 09:16 AM by Supernerd.)
Post: #7
RE: Battlefield of Blood and Honor
I figure its not pointless because defense does not reduce an attacks damage below 1, while the special can.

Also, I decided it makes more sense that the bug that has the stack special.
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07-12-2016, 09:18 AM
Post: #8
RE: Battlefield of Blood and Honor
Fair enough. Seems good to me, then.
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07-12-2016, 09:25 AM
Post: #9
RE: Battlefield of Blood and Honor
I think hero-type units should be their own type, but have a point cost modification to compensate for their power. Perhaps having more than one special is also a good idea. For example, I am planning on having a leader/hero type in my little themed set, so it would be nice to differentiate it somehow.

The one, the only, Vancho!
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07-12-2016, 09:40 AM (This post was last modified: 07-12-2016 09:43 AM by chimericWilder.)
Post: #10
RE: Battlefield of Blood and Honor
Making their stats more expensive is probably one good way to solve that, yeah, but it also makes the system a little more complex if one has to make a special case for them and all, especially since anything short of double the cost for everything wouldnt mesh well with the numbers, and half is somewhat excessive.

The only other solution i can think of is limiting how many hero units you can have (maybe that sort of thing could be part of the rules agreed-on before battle, so maybe in one battle you can have up to one hero and in another battle you might have as many as three or five), but that runs the risk of making heroes mandatory since they'd just straight up be better, having high stats and more specials and being somewhat harder to effectively counter.

E: also im not sure about letting ranged units lockdown specials on shit they counter, since you could just have a ranged unit with really high range that just happens to counter a very important unit you happen to know your adversary will be relying on, and then just have them shooting that unit the entire battle to prevent them fulfilling their function. That would kind of suck.
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07-12-2016, 09:45 AM (This post was last modified: 07-12-2016 10:08 AM by Supernerd.)
Post: #11
RE: Battlefield of Blood and Honor
Since the goal is to make interesting battles as opposed to twinking stats, heroes should just be regular units for all intent and purposes. Special abilities can be very versatile and there is no stat cap. Just gotta keep an eye out for any questionable behavior from players.

Edit: Created a few more units.
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07-12-2016, 10:31 AM (This post was last modified: 07-12-2016 10:32 AM by Vancho1.)
Post: #12
RE: Battlefield of Blood and Honor
Finished my initial units, thoughts? Theme is low discipline/defense/hp, high damage. Also self-counters (LI counter LI, HI counter HI).

The one, the only, Vancho!
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07-12-2016, 10:42 AM (This post was last modified: 07-12-2016 10:45 AM by Demonsul.)
Post: #13
RE: Battlefield of Blood and Honor
I say keep the rules simple until we get used to them, otherwise you'll need to come up with all the rules on how a stack works with different units in it, for instance, if there are units in a stack with different levels of discipline, do some of them stop attacking and start taking double damage when the stack's discipline is only partially reduced, what if a unit with a special that reduces incoming discipline damage is stacked with one that doesn't, etc.

Heroes likewise can just be expensive units with really good stats and maybe aura buffing specials or something, no need to make a bunch of extra rules about them.
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07-12-2016, 10:56 AM (This post was last modified: 07-12-2016 11:08 AM by chimericWilder.)
Post: #14
RE: Battlefield of Blood and Honor
Yeah, those were more or less my initial thoughts. I think its alright to have units that can stack with other units, it just shouldnt become the norm and should probably always include some kind of mechanic that handles the discipline. I'll include them as a unit type for now, though, since that adds some incentive to have 'hero hunter' units.

@Vancho, i feel like the Warleader and Marauder's specials are both a little too geared towards just throwing more damage out (the axe-throwers aswell, but they've got strategic application and interaction so frankly thats fine). The warleader is particularly questionable, especially since a special of that type could easily be applied to a shitty unit that does barely anything other than walking around and buffing its allies. I dont think anyone here would actually be cheap enough to make a unit that broken, but its still the idea of a thing. Besides, doubling discipline damage done is pretty significant on its own, although i think in your case the warleader is very susceptible to being taken down easily to end the effect before it gets a chance to do much, since hes one guy and takes up an entire square on his own.

@SN, the Brute's boulder toss clearly has the potential to be ridiculously overpowered since it hits every unit in the targeted stack, potentially multiplying the brute's damage output many times over. Could you think of some other way that could work? Im also having second thoughts about the Knight's special, though i think the discipline mechanic is fine, the ability to also ignore the bonus damage on top of what it already does might be somewhat excessive.
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07-12-2016, 11:19 AM
Post: #15
RE: Battlefield of Blood and Honor
@cW - Well, yeah, that's the point. These are supposed to be high-damage, low-survivability troops. I can change the Warleader's special, though, to be just double-discipline damage.

The one, the only, Vancho!
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07-12-2016, 11:37 AM
Post: #16
RE: Battlefield of Blood and Honor
Yeah, i notice thats the theme, i just want to avoid specials that multiply the usefulness of something, since that can quickly spiral out of control.
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07-12-2016, 11:47 AM
Post: #17
RE: Battlefield of Blood and Honor
How about putting an upper limit for how many targets it can hit?
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07-12-2016, 11:54 AM (This post was last modified: 07-13-2016 07:04 AM by Palamedes.)
Post: #18
RE: Battlefield of Blood and Honor
Alright, throwing up a few ideas and will drop more as I think of them.

Harbaach Linesman
Unit Stat Cost: 16
Health: 2x10 = 20
Damage: 5x2 = 10
Defense: 0x1 = 0
Range: 6x1 = 6
Move: 2x1 = 2
Discipline: 1x3 = 3
Unit Type: Light Infantry
Strong Against: Heavy Infantry
Special: Linemen do not lose discipline in battle. If they lose more than 50% of their stack in a single battle however their discipline instantly drops to 0.
Unit Description: The main troops of the Haarbach Dynasty. Strength in numbers is their motto, and that reflects on how well they fight.
Battlefield Symbol: ƚ

Harbaach Guards
Unit Stat Cost: 25
Health: 5x10 = 50
Damage: 8x2 = 16
Defense: 5x1 = 5
Range: 1x1 = 1
Move: 2x1 = 2
Discipline: 4x3 = 12
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: May sacrifice their turn to swap their damage and defence.
Unit Description: The elite troops of the Haarbach Dynasty. Elite stormtroops primarily to establish a break through enemy lines and then hold until other troops push through.
Battlefield Symbol: Ɇ

Blade Marcher
Unit Stat Cost: 20
Health: 3x10 = 30
Damage: 9x2 = 18
Defense: 3x1 = 3
Range: 2x1 = 1
Move: 1x1 = 1
Discipline: 2x3 = 6
Unit Type: Light Infantry
Strong Against: Cavalry
Special: Does not make attack moves, but deals damage first to any enemy unit coming within its range.
Unit Description: Slow and cumbersome, these golems are walking walls of blades and used to blunt enemy advances.
Battlefield Symbol: Ȋ

Living Wall
Unit Stat Cost: 40
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 20x1 = 20
Range: 0x1 = 0
Move: 1x1 = 1
Discipline: 9x3 = 27
Unit Type: Support
Strong Against: Structure
Special: Enemy units cannot damage the health or discipline of any ranged or non-attacking units in the same space as the Living Wall.
Unit Description: A massive construct crafted by the technomancers of the dynasty.
Battlefield Symbol: Щ

Nemean
Unit Stat Cost: 22
Health: 4x10 = 40
Damage: 4x2 = 8
Defense: 3x1 = 3
Range: 1x1 = 1
Move: 5x1 = 5
Discipline: 5x3 = 15
Unit Type: Cavalry
Strong Against: Artillery
Special: Any single light infantry, heavy infantry, or hero unit can fuse with this unit.
Unit Description: Bronze beasts created and brought to life by the dynasty in order to serve as quick attack units, also used as mounts by some of their best troops.
Battlefield Symbol: Π

Flesh Golem
Unit Stat Cost: 30
Health: 10x10 = 100
Damage: 10x2 = 20
Defense: 0x1 = 0
Range: 1x1 = 1
Move: 2x1 = 2
Discipline: 7x3 = 21
Unit Type: Heavy Infantry
Strong Against: Light Infantry
Special: Every time it kills a unit, the Flesh Golem deals the slain unit's discipline damage to the enemy stack.
Unit Description: A horrific abomination crafted by the dynasty to destroy the morale of their enemies.
Battlefield Symbol: ʩ

Thunderchild
Unit Stat Cost: 60
Health: 2x10 = 20
Damage: 40x2 = 80
Defense: 0x1 = 0
Range: 15x1 = 15
Move: 1x1 = 1
Discipline: 2x3 = 6
Unit Type: Artillery
Strong Against: Artillery
Special: Instead of attacking, can bombard an empty space, making it impassable for the round. Multiple units in the same stack can choose different spaces.
Unit Description: Horrific siege engines that unleash the power of terrific storms upon the battlefield.
Battlefield Symbol: ɸ

Fortress Wall
Unit Stat Cost: 30
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 10x1 = 10
Range: 0x1 = 0
Move: 0x1 = 0
Discipline: 10x3 = 30
Unit Type: Structure
Strong Against: Light Infantry
Special: Only takes 10 damage max against non-artillery stacks, cannot be moved through.
Unit Description: Walls to a mighty fort.
Battlefield Symbol: Ȭ

Fortress Gatehouse
Unit Stat Cost: 25
Health: 10x10 = 100
Damage: 0x2 = 0
Defense: 5x1 = 5
Range: 5x1 = 5
Move: 0x1 = 0
Discipline: 5x3 = 15
Unit Type: Structure
Strong Against: Light Infantry
Special: Can hold a stack, giving it's ranged stat to any units with less.
Unit Description: Gatehouse of a mighty fort.
Battlefield Symbol: Ȯ

Siege Tower
Unit Stat Cost: 20
Health: 5x10 = 50
Damage: 0x2 = 0
Defense: 5x1 = 5
Range: 0x1 = 0
Move: 3x1 = 5
Discipline: 7x3 = 21
Unit Type: Support
Strong Against: Artillery
Special: Can hold a stack. When next to a unit, allows the held stack to either attack or move one space past it.
Unit Description: A mobile tower capable of safely delivering troops over obstacles.
Battlefield Symbol: ^
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07-12-2016, 12:17 PM (This post was last modified: 07-12-2016 12:17 PM by chimericWilder.)
Post: #19
RE: Battlefield of Blood and Honor
@SN Sure, if that upper limit is determined by one of its stats in such a way as to not be absurdly powerful. Honestly im not sure what to do for damaging abilities like that. I think if you just want it to have a one-shot ranged attack, just remove the brute's range stat and its boulder would just be a delayed ranged attack that can only be performed once. If on the other hand you want something that just hits really damn hard... I dont know, i'd rather not go there because i'd then have to figure out a basis for how much 'extra damage' a special would be worth, at which point things would get ever more metagamey. Maybe you could expend discipline for bonus damage or something.

@Pala, i think you've misunderstood how discipline and stacking works. Let me clarify: Without a special, a unit can only stack with other units of its own kind. Additionally, discipline is not additive for every unit in the stack - rather, thats the discipline of the entire stack of that unit, regardless of whether its split into small groups or stacked into a big pile (though if say a stack with 3 discipline left splits into two, one of which fights on and the other takes a turn to rest, ofcourse they'll end up with different scores). The flesh golem's special could work, but itd have to destroy an entire enemy stack to take effect and would probably terrify those around that stack within, say, 2 range or so. The living wall could also work no problem, but instead of being able to stack with another unit type, itd merely occupy the same square and have to be attacked first. That way, discipline is still separate between the two unit types. Pretty smart actually, since youd be able to hide recuperating troops within.

The linemen, however, are ridiculously overpowered. The discipline is probably fine, but that much bonus attack to every unit in the stack would be ridiculous. Though maybe they should only gain the bonus for every 5 linemen or so? There'll be a lot more units than ~6, i think.
The nemean is cool as far as im concerned, i assume it just adds the stats of both units?
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07-12-2016, 12:23 PM
Post: #20
RE: Battlefield of Blood and Honor
Another thought on balance - make damage modifiers additive. Thus, double 2x damage isn't 4x, it's 3x, or 2x stacked with 1.5x is 2.5x instead of 3x. Allows for damage modifiers without things blowing up.

The one, the only, Vancho!
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07-12-2016, 12:28 PM (This post was last modified: 07-12-2016 12:29 PM by Palamedes.)
Post: #21
RE: Battlefield of Blood and Honor
Yeah I've already made a bunch of changes. Already noticed the issues with discipline and stacking, and made the linesmen garbage in low numbers (and, failing to realize the size stacks will get, will modify the ability).

Nemean either adds the stats or just replaces any lower stats of the unit they join with, depending on whether the first is too overpowered.
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07-12-2016, 12:30 PM (This post was last modified: 07-12-2016 12:56 PM by chimericWilder.)
Post: #22
RE: Battlefield of Blood and Honor
My initial thought was actually that theyd be multiplicative... but honestly, thats probably a fine idea. Done.

Also, i removed the Siege unit type, just because i thought very few units actually fit that description - mostly catapults, siege weaponry and unholy abominations, all of which fit under other categories just as well.

E: @Pala Nemean is probably perfectly fine with adding all of the stats together. After all, you could've just made a big unit with those same stats for the same cost instead of a nemean + other unit. That being said, the sheer utility it offers in terms of new stat combinations is significant, and itd probably be able to trade its own counter against artillery for the second units' counter.

Still not happy with your linesmen though. Again, its multiplicative damage which is kind of a big problem. I like the aesthetic of them being stronger the more there are and then having the potential to grow weaker as battle progresses and they lose numbers, but could you consider another way than straight damage or defense to reflect that?

E2: @Vancho You've got the right idea with the mechanics of the battering ram/tower - it just being another unit that stands on the same square which must be attacked first. I'd prefer if people didnt refer to that kind of thing as stacking though, just to avoid confusion since stacking is already a thing. For the tower, it would be sufficient to add the tower's range to unit's - that might save you a few points.
Also, i changed my Bladelord guy to be more consistent with this line of having multiple units on the same square.
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07-12-2016, 12:54 PM (This post was last modified: 07-12-2016 01:00 PM by Palamedes.)
Post: #23
RE: Battlefield of Blood and Honor
I guess it could just affect discipline? The reason I did the multiplicative thing is that it's basically the same as the +5 you suggested. Or I can go back and try and think of something completely different.

Sudden, hypothetical idea: They have a harder time losing discipline, but if they suffer enough casualties it just drops to 0. Not sure about the mechanics of that though.
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07-12-2016, 01:08 PM (This post was last modified: 07-12-2016 01:35 PM by Vancho1.)
Post: #24
RE: Battlefield of Blood and Honor
Okay, I'll edit the wording. Will keep tower as it is, since I like the idea of a tower having long range.

Anyway, here's a Challenge Map I've come up with. Suggestions are welcome!


The Harghkan Horde is gathering troops for an attack on your lands! Fortunately, your scouts have discovered one of their forward bases, where they are keeping one of their battering rams. Sneak in a force and destroy the ram to stop their attack and save your people.

[Image: Horde_Camp_base.png]
(svg image with layers so you can edit the map)

Attacker must destroy the Battering Ram. Defender must defeat all enemy units. Attacker can place units anywhere within the top three rows of the grid.

Suggested point-buys:

Easy difficulty - Attacker gets 700 points (~Horde Units + Walls).
Regular difficulty - Attacker gets 500 points(~Horde Units + 1/2 Walls).
Hard difficulty - Attacker gets 300 points(~Horde Units).
Heroic difficulty - Attacker gets 200 points(~Horde Units - 100).


The one, the only, Vancho!
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07-12-2016, 01:16 PM
Post: #25
RE: Battlefield of Blood and Honor
I changed up my units abilities. They are still pretty good but now come with a restriction that disallows placing several Gran units in one stack.
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07-12-2016, 01:41 PM
Post: #26
RE: Battlefield of Blood and Honor
To clarify, im not against the idea of ANY special having multiplicative effects, but theres gotta be a catch. For instance, the cavalry i added can charge once for double damage, but they'll need to back up (spending an entire turn on just walking away) to benefit from it again. That, or the hypothetical enemy would need to go out of their way to place targets for the cavalry to charge at.

I do feel like powerful bonuses like that should be a thing, but a special that is JUST powerful bonuses without further tactical application, no so much.

@SN yeah alright, I think they're fine now probably?

@Vancho Cool map. This kind of thing is going to be good for someone to test shit on solo before we get started! I'll try to run some different units around on that tomorrow probably, but we should focus on getting a player scenario going as soon as possible, so it doesnt devolve into testing shit to make sure it really is balanced. We're atleast 5 players counting Sul, so someone may need to sit out for the first matchup. Like i mentioned earlier, I was hoping for a 2v2, so anyone got any preferences for a partner?
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07-12-2016, 02:20 PM (This post was last modified: 07-12-2016 02:33 PM by Supernerd.)
Post: #27
RE: Battlefield of Blood and Honor
I gotta say I would prefer The Harghkan Horde as an ally. For thematic purposes.

Also, I made a Scenario map. Its "Protect the X" You get to decide precisely what the "X" is.

Got a couple special rules for the map. The blue water tiles are impassible to Cavalry and Structure units, and reduces all other units movements by 75%. Grey tiles are walls, the brown tile is a gate and the middle yellow tile in the structure on the right is an object that one team has to defend from the other team. (Stats of prebuilt structures negotiable).

What do you guys think?

[Image: aCMr0ps.png]
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07-12-2016, 03:08 PM (This post was last modified: 08-24-2016 07:31 AM by Demonsul.)
Post: #28
RE: Battlefield of Blood and Honor
THE IMPERIUM OF RATHORIA
The army of the Imperium of Rathoria consists of versatile masses of reasonably potent motorized infantry, combined with many advanced support weapons with specialized roles. The Rathorian combat style revolves around holding strongpoints and static frontlines, advancing only when strong fire support is on their side. (They are basically a fantasy World War 1 army.)





Rathorian Armsmen
USC: 18
Health: 50 (5x10)
Damage: 8 (4x2)
Defense: 2 (2x1)
Range: 1 (1x)
Move: 3 (3x)
Discipline: 8 (3x)
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: Armsmen excel at holding the line: they take half as much damage from ranged attacks (before applying defense), forcing their enemies to get in close.
Unit Description: This massed heavy infantry formation is built to hold the line. They carry round shields and wear steel breastplates, giving them a good mix of mobility and staying power. Although seemingly archaic compared to the rest of the Rathurian army, the Armsmen fill a vital role in defending their trenches and plugging any gaps that emerge, though they are frequently supplemented by mercenaries for that purpose.
Battlefield Symbol:

Rathorian Riflemen
USC: 20
Health: 20 (2x10)
Damage: 12 (6x2)
Defense: 0 (0x1)
Range: 5 (7x)
Move: 3 (3x)
Discipline: 3 (1x)
Unit Type: Light Infantry
Strong Against: Cavalry
Special: Rathorian Riflemen are the masters of fighting in obstructed environments. Whenever Rathorian Riflemen make use of defensive terrain, they gain double the normal bonus. Riflemen also ignore any bonuses granted by defensive terrain to their targets when attacking.
Unit Description: Armed with rifled muskets, this gunpowder formation excels at picking off enemies from a distance. They make up a key part of the Rathorian 'impenetrable fortress' strategy, backing up solid front lines with devastating long-range firepower. They can also deploy rapidly from trucks to lay down flexible fire with surprising speed.
Battlefield Symbol:

Military Truck
USC: 15
Health: 40 (4x10)
Damage: 0 (0x2)
Defense: 1 (1x1)
Range: 0 (0x)
Move: 6 (9x)
Discipline: 3 (1x)
Unit Type: Support
Strong Against: Light Infantry
Special:
Truck stacks can "load" friendly stacks of up to 160 points worth of light or heavy infantry per truck when occupying the same space as them mid-move. Loaded stacks are automatically moved with the truck and can share its space freely, not costing the loaded stacks any move. A truck cannot load a stack that has already attacked this turn. A truck is not slowed down by the friendly units it is loaded with.

When the truck chooses to "unload" one of them, it stops that stack being linked to the truck. The truck must then move out of the space, meaning it must have at least 1 move left when it unloads in order to allow it to move away after unloading the stack.

Instead of loading stacks of infantry, a truck stack can also load friendly stacks of artillery whose units are all marked as tow-capable at a ratio of one artillery per truck in the same way. A truck can load an allies' units if they are capable of being loaded and the ally consents.

While loaded into a truck, a stack cannot take any actions or counterattack if attacked, though once unloaded they can take all their actions the same turn if they haven't taken them already that turn.
Unit Description: These steam-powered trucks fill many logistics and support roles in the Rathorian army, providing the backbone to the entire force. They can carry troops to the front lines, evacuate the wounded, move supplies to and fro and tow heavy guns into their firing positions. Though the design is a military one, the utility enabled by the truck's rapid redeployments on the battlefield has led to many armies and mercenary groups purchasing trucks from Rathorian suppliers or producing their own.
Battlefield Symbol:

Rathorian Howitzer
USC: 60
Health: 60 (6x10)
Damage: 50 (25x2)
Defense: 0 (0x1)
Range: 10 (26x)
Move: 1 (1x)
Discipline: 6 (2x)
Unit Type: Artillery
Strong Against: Light Infantry
Special: The Rathorian Howitzer fires explosive shells in a mass bombardment to suppress their enemies. The stack hit by the howitzer, as well as any units in a 3x3 area centered on the target, lose 2 move on their next turn. This artillery piece is tow-capable.
Unit Description: The Rathorian Howitzer is an expensive and vulnerable weapon that benefits from the Rathorian strategy of holding hardened positions against the enemy. Safe behind the front line, batteries of these howitzers can use their explosive shells to tear apart enemy armies before they even reach battle. Enemy infantry soon learn to fear the whistle of descending high explosive shells.
Battlefield Symbol:

Rathorian Heavy Cannon
USC: 55
Health: 60 (6x10)
Damage: 60 (30x2)
Defense: 0 (0x1)
Range: 8 (17x)
Move: 1 (1x)
Discipline: 6 (2x)
Unit Type: Artillery
Strong Against: Hero
Special: The Rathorian Heavy Cannon ignores the defense value of enemies it attacks. However, this slow-firing weapon can only kill as many enemy units in the defending stack as there are Heavy Cannons in the attacking stack. This artillery piece is tow-capable.
Unit Description: The Rathorian Heavy Cannon is more vulnerable than its Howitzer cousin, as its lower angle of fire prevents it from engaging at truly safe distances. However, it exchanges this for powerful armor-piercing explosive ammunition, and it still has enough range to safely target enemy armored units before they can breach the front lines. Since its shells focus on penetrating power and sacrifice all splash damage in the process, it is all but useless against massed stacks of cheaper units.
Battlefield Symbol:

Engineer Wagon
USC: 28
Health: 40 (4x10)
Damage: 6 (3x2)
Defense: 10 (10x1)
Range: 1 (1x)
Move: 6 (9x)
Discipline: 3 (1x)
Unit Type: Support
Strong Against: Structure
Special: An engineer wagon can convert the terrain it is currently standing on into entrenchment tiles. This costs the engineer wagon 4 move. Entrenchments replace the defense value of any stack currently standing on them with the defense value of the engineer wagon if it is better, but only provide half this bonus against melee attacks. Entrenchment tiles also cost double move to enter if the stack is not already standing in an entrenchment tile.
Unit Description: The steam-powered engineer wagon is a military truck with the canvas covering removed, refitted to support a small crew of trained combat engineers. They play a vital role in Rathorian strategy, digging the entrenchments that protect Rathurian infantry lines and static artillery batteries from enemy fire. They are combat capable in a pinch so they are still useful once the fortifications have been dug, but shouldn't be used as frontline units except as a last resort.
Battlefield Symbol:

Steam Tank
USC: 100
Health: 300 (30x10)
Damage: 50 (25x2)
Defense: 25 (25x1)
Range: 1 (1x)
Move: 6 (9x)
Discipline: 16 (10x)
Unit Type: Cavalry
Strong Against: Heavy Infantry
Special: Nothing can stop the Steam Tank. It ignores terrain penalties to its movement speed and it can push enemy stacks out of the way - pushing them along in front of it while it moves. It costs double its normal movement cost when it pushes an enemy stack, the same as if it moved through an allied stack.
Unit Description: Designed specifically to counter the deeply-entrenched fortifications that are their own specialty, Steam Tanks are very powerful and expensive breakthrough units that can smash straight through the enemy line. The huge black clouds that are spewed by columns of these war machines are visible for miles around, announcing their terrible presence to the world. Of course, they make huge targets and need to recuperate after extended fighting, meaning they need infantry support on the battlefield.
Battlefield Symbol:

I realize now that I may have gone a little overboard. Here's an army which is 99% trench warfare. Most of these guys are probably broken as hell and I'm prepared to change them. EDIT: Alright it's now been thoroughly nerfed and will hopefully be more balanced. EDIT EDIT: Updated for the discipline changes. EDIT EDIT EDIT: Updated and modified to account for range and movement changes.
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07-12-2016, 03:20 PM
Post: #29
RE: Battlefield of Blood and Honor
On the idea of your map Supernerd, I think it's good but it could probably do with being a bit bigger, unless you were going for a knife fight kind of engagement. With two loads of armies on each side, there won't be enough space for elbow room between the stacks even before they close to engage, with little space for flanking outside of the reach of ranged stacks and very little space inside the keep.

How do the walls work, by the way? Can an allied stack stand on top of them?
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07-12-2016, 03:53 PM
Post: #30
RE: Battlefield of Blood and Honor
[Image: Frederick.png]

I looked at the post lamenting how one person would have to sit out, and I put this together on a whim. Not entirely sure about point balance but the idea is that the central player has to defend for a set amount of time while the other four (or two teams) try and claim the centre flag first. Also made a basic template for walls and gatehouses for this idea, but not sure if they're set mechanically.
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07-12-2016, 04:05 PM
Post: #31
RE: Battlefield of Blood and Honor
Is that capital V the flag? And are those T my watchtowers?

We really need to differentiate units with the same symbol somehow...

The one, the only, Vancho!
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07-12-2016, 04:14 PM
Post: #32
RE: Battlefield of Blood and Honor
V is just the victory point (forgot to mention that >.<) and the Ts are your watchtowers. At some point I'm going to figure out more diverse symbols for the units I make to eliminate chances of matching.
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07-12-2016, 04:22 PM
Post: #33
RE: Battlefield of Blood and Honor
(07-12-2016 04:14 PM)Palamedes Wrote:  V is just the victory point (forgot to mention that >.<) and the Ts are your watchtowers. At some point I'm going to figure out more diverse symbols for the units I make to eliminate chances of matching.

Try this. We'll just end up copy-pasting the stuff if we use this a bunch, but it's better than running out of letters after only 26 units and half of them being completely misrepresented.
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07-12-2016, 06:38 PM (This post was last modified: 07-13-2016 01:31 AM by chimericWilder.)
Post: #34
RE: Battlefield of Blood and Honor
Alright so after initial impressions iiits become pretty clear that its a big problem that big, heavy, costly units are simply more cost effective to do. So while I think its fine that the big units can be stronger than a ton of small units, i'd rather not see that become the best and easiest way to win, since the conceptual point of the game is having a bunch of smaller units working together to fulfill different roles and specialize in a certain way of fighting, rather than just bruteforcing it. So in the interest of actually making it viable to use smaller units, im changing the way discipline works.

All units (including ranged units) will now deal 1 point of discipline per unit in the stack, and each stacks total discipline is now additive with however many units are in the stack. Furthermore, each stack will regenerate discipline at a rate of 1 point per unit whenever they are not actively engaged in melee combat (so a unit can get shot at by a ranged unit and take discipline damage, but still continue to regenerate alongside that). Also, discipline will as the only stat have breakpoints, so for the first two points of USC spent on discipline, you will receive 3 discipline, and for the next two points, you'll get 2 discipline. Beyond that, you'll only receive a single point of discipline per point spent. This should help make it possible to tire big units out, while smaller units can keep rotating and regaining their discipline.

Sorry, Supernerd - this isnt to nerf your particular army and strategy, since its definitely a fine tactic as long as only a single guy is using that route, but rather it is to address it before it becomes the one absolute best way to win.
As a side note it occurs to me that delayed attacks like the one you suggested earlier would probably make just as fine sense dealing double regular damage, since its in the same vein as the charge, if you'd prefer the delay. Its more potential damage output than the charge, but its also avoidable and can be used to force an enemy into avoiding certain squares.

Unrelated to any of that, heres what i thought a 2v2 map could look like, though frankly i like Pala's idea of including all five of us better
[Image: SQAJlWI.jpg]
Black squares are impassible, blue squares slow an army by 50%, yellow squares are cover which provide bonus defense for a unit standing on it - good for ranged units to hide behind.
It'd start out as two armies versus two armies, but anyone who manages to take the center will be able to help out their ally and turn the tide, at the significant cost of maneuverability
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07-13-2016, 03:25 AM
Post: #35
RE: Battlefield of Blood and Honor
I've edited my symbols and I think none of them are used already, but it might be helpful to have a master symbol list somewhere (basically just every symbol used and the unit it matches to) for easily making new units/figuring out what is in a battle.
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07-13-2016, 05:10 AM (This post was last modified: 07-13-2016 05:12 AM by chimericWilder.)
Post: #36
RE: Battlefield of Blood and Honor
Yeah i wanted to add a legend list once battle started, listing all the units participating in that battle for easy reference. I guess I'll also add an overview of every letter used once i update the first post with the final versions of each of these units

Also your new units seem fine to me
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07-13-2016, 05:55 AM
Post: #37
RE: Battlefield of Blood and Honor
Right, I will update my unit costs according to the new discipline rules.

Can we get a master list of units organized in some way?

The one, the only, Vancho!
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07-13-2016, 06:13 AM
Post: #38
RE: Battlefield of Blood and Honor
I was thinking i'd just organize them by player submission. I think that'll give an easier overview of it all, probably. I'll start adding all the units momentarily.
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07-13-2016, 07:04 AM
Post: #39
RE: Battlefield of Blood and Honor
Added a few more units, and rebalanced some based on changes to the discipline rules.
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07-13-2016, 11:12 AM (This post was last modified: 07-13-2016 11:14 AM by chimericWilder.)
Post: #40
RE: Battlefield of Blood and Honor
I made some minor changes to Pala's map from earlier, though really the big fortress in the middle makes for more than enough terrain on its own. Im thinking this will be our first map:

[Image: kD9WorN.jpg]
Water tiles slow passing stacks down by 50% for that tile
Teal defense tiles add +2 defense to any stack occupying it
Black tiles are impassible and provide artillery cover
The fortress is worth 1540 points, total, though obviously a lot of that budget goes to waste.
Additionally, the defender will receive a special unit. Capturing and absconding with it is the objective of the four other players.
Lens of the Moon
Unit Type: Artifact
Specials:
Capture the Flag: Switches allegiance to any faction whose unit reaches it. Can be carried by a unit, but doing so reduces that unit's speed to 2.
Noonfrost: Put any unit stack anywhere on the battlefield into stasis for a single turn. A unit in stasis cannot take any action, but is also immune to damage. Can be used once every three rounds.
Unit Description: A powerful artifact of old that has brought entire armies from afar to capture it for their own benefit.
Battlefield Symbol: Ȫ

Since Sul has volunteered to defend, that makes the other two teams me & Pala versus Supernerd and Vancho. Usually, this would be where each of us stated which unit variants we bring to the battle, but since theres still only a small selection of units, i guess all of them might be allowed (although SN if you're quick you can probably add another 2-3 unit variants, if you want)

So, everyone gets 750 USC to build their armies with! Submit your units and their starting positions to me via PM and we'll get this thing started!

Also, does everyone here have paint.net? Sharing the image file might be the best way to make updates easily editable.
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07-13-2016, 11:24 AM
Post: #41
RE: Battlefield of Blood and Honor
I have GIMP which should be equally valid, although I can easily download paint.net if the image file type is unsupported for some reason.

Also assembling the IMPERIAL RATHORIAN INFANTRY 17TH REGIMENT now.
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07-13-2016, 11:48 AM
Post: #42
RE: Battlefield of Blood and Honor
I have freeware tools (GIMP and Inkscape) as well as professional tools (Photoshop and Illustrator) so I should be fine. Will bring forth THE HORDE soon.

The one, the only, Vancho!
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07-13-2016, 12:33 PM
Post: #43
RE: Battlefield of Blood and Honor
The dynastic forces of Prince Zadovir Harbaach stands at the ready, and only need know where they march. I also have paint.net and gimp so no problem there.
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07-13-2016, 01:06 PM (This post was last modified: 07-13-2016 01:07 PM by Demonsul.)
Post: #44
RE: Battlefield of Blood and Honor
"Men! Soldiers of the Imperium! I have grave news. We have made it to Fort Saint Davis, as we planned, but we are beset on all sides. The harrying forces of our enemies, the dogs who pursued us ever since our failed ambush at the Boswald excavation site, have brought their full detachments to bear on us. And worse, armies of jackals and vultures have descended when we are at our weakest, competing with the wretched dogs we have fought so far for our prize. Many of you have already seen their camps, assembling just outside the reach of our guns, and many of you are worried.

"Take heart! Greater men have attempted to breach Fort Saint Davis when it has been held by the stoic soldiers of the Imperium, and all have perished! But we are few. During the battle at the excavation site many of our best comrades gave their lives for Rathoria. We used to be supported by a column of the Emperor's finest steam tanks, but no longer. We used to have over two hundred men, but us few are all that remains! But we managed to escape, even though we had to march on foot through rain and mud, harassed and reduced all the way here by enemy skirmishers, but by the Gods we made it to the safe walls of Fort Saint Davis! Now we are here, we will hold these blessed walls! The brave sacrifices of our brothers in arms will not be in vain!

"We have sent out one of our few remaining trucks to carry news of the situation back to Imperial High Command, but it will be a long time before reinforcements can arrive. Our mercenary allies have abandoned us, and our forces are depleted. But we will hold! If there is one thing that we can always do, it is hold the line! We will grind the enemy to dust on our defenses, and keep the Lens of the Moon from falling into enemy hands! We will win, though we are outnumbered, for every brave Rathorian man is worth ten Gran brutes, a hundred simpering Princemen, a thousand wretched hordelings! We will hold the line! For Rathoria! For the Emperor! For the Gods! For Victory!"
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07-13-2016, 01:54 PM
Post: #45
RE: Battlefield of Blood and Honor
I might recommend a google spreadsheet.
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07-13-2016, 02:05 PM
Post: #46
RE: Battlefield of Blood and Honor
(07-13-2016 01:54 PM)Supernerd Wrote:  I might recommend a google spreadsheet.

Actually this is a really good idea. Once we've all privately picked our armies, keeping track of their details in one of these would be a good plan.
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07-13-2016, 03:58 PM (This post was last modified: 07-15-2016 01:25 AM by Palamedes.)
Post: #47
RE: Battlefield of Blood and Honor
Prince Zadovir stands at the head of his forces.

"Soldiers! Today we stand on the edge of my glory! The Rathorian scum we have hounded through the Boswalds since they stole the Lens of the Moon, a treasure that rightfully belongs to the Habaach line, can run no further! We drove them from their defensive lines at the excavation site - too late to stop them from evacuating. We smashed their army at the Strathborg Bridge - too late for these stragglers to make off with the artifact. Now we've hounded them through the forests, picking off the stragglers - too late for them to do anything but cower in their stone prison.

It is my honour to lead this assault. The marshes of the area have stalled the main force, and scouts report that a small Harghkan horde and the monstrous Gran monsters they work with have been drawn to this doomed garrison like carrion to a rotting corpse. Fear not though, for I am here with you, as are our own allies in the varied Farfire Tribes. Our small force will take this pathetic stronghold before that rabble can claim our price, our foes can reinforce, or the main army steal my glory. Serve me in this task, I promise that each and every one of you who stands firm in our onslaught that brings me the Lens will be forever honoured - in life or in death. Ready yourselves, in the name of your prince!"
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07-14-2016, 08:05 AM
Post: #48
RE: Battlefield of Blood and Honor
From the cesspits of the world the Gran emerge to seize the Lens of the Moon. Lured by the promise of food, slaves and their general desire to hit things these Monstrosities will stop at nothing to claim their prize. Behind them one can hear the loud buzzing of the Rotter Bugs that constantly follow them, always eager to snack upon the Gran's next victim.

Make sure that your walls are built high and strong, and your that your cannons are primed; lest this be a very bad day.
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07-14-2016, 02:32 PM
Post: #49
RE: Battlefield of Blood and Honor
The warriors of the Hargkhan Horde stand in a disordered line, waiting uneasily as their two warleaders walk up and down, inspecting the troops. One stops, and stares at a Marauder's axe, before moving on. Finally, the two meet at the center. One draws his sword and turns towards the soldiers.

"Warriors of the Horde! Today will be a glorious day, for the blood of our enemies will soon soak the earth! They hold in that fortress a mighty artifact, which we will take for ourselves. And whatever else they have left, we will plunder and have our fill!

Those who die on the battlefield are guaranteed a place in Heaven, for the Ancestors know that there is no greater glory than to die in combat. So fear not! We will kill them all and take what is theirs!

Today the Gran stand with us. They may be ugly bastards, but they hit hard. When we hit that fortress from both sides, nothing will be able to stop us. So fight hard, warriors! Glory and victory!"

A loud roar comes from the Horde's soldiers, and they stand ready to tear into their foes.

The one, the only, Vancho!
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07-15-2016, 02:55 AM (This post was last modified: 07-15-2016 02:57 AM by chimericWilder.)
Post: #50
RE: Battlefield of Blood and Honor
Among the mismatched soldiers of the Farfire Coalition, armor creaks and rattles as men and things resembling men ready themselves for battle. From their midst steps forth a massive, black hydra, its five serpentine heads assessing the battlefield spreading out around the looming fort.

"Minions, servants, soldiers of the Pact! Our quarry has long eluded us, but today they run no farther. We shall scale the walls of this pathetic keep, crush its defenders, and take what is rightfully ours! Let no enemy stand in our way, whether they be the Rathorian scum we've harried for weeks or the ignorant wildlings that have crawled forth from the dark crevices of this world, drawn to the power of the artifact like maggots to a corpse! Let them try. I Salash, herald of the gods, shall take what is mine!"

This declaration is followed by a few scattered cheers and a chorus of muttered prayers, even as the Kyrantian knights move to mount their impatient mounts, already eager for battle to be joined.

---

The Map:
https://docs.google.com/spreadsheets/d/1...edit#gid=0

The Imperium of Rathoria will act first, followed in order by the Farfire Coalition, the Harghkan Horde, the Harbaach Dynasty and finally the Gran Forces.
Rathorian reinforcements will arrive in 35 turns! One turn will have passed once every player has taken taken action.
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