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The Webberman Horde: Rules, current status and all things needed to run a war

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Master_Sarevok2021:
Strategies:

This system is not just troops and spells, but strategies and using planning of how to use what you got to best effect. In this course Strategies are how we do that.

Consider this the deck building portion. Each strategy is its own card and can be played once per battle. Some strategies can be played outside of combat and both types are to be rp’d as an army devoting significant resources, time and men/women to a desired goal.

The first are the basics, all commanders regardless of class get these:

Redeploy: Allows one unit block, elite, the commander or officer to move from one front to the one next to it(so from center to right or left. Left to center or right to center), back to the war camp or into the throng of battle. A useful ability to be used after the first rounds of combats on the front and you feel you need to reinforce one front over another.

Hold in Reserve: a unit block can be held in reserve at full field strength and morale and can be sent in at any point in battle to any front.

Patrols: Patrols requires an army to “leave behind” forces to patrol an area of designation. The main body can still March and the patrols will be considered part of that army but those patrolling troops will not be selectable in battle. To use patrol at least 2 tier 1s or 1 tier2 troop block must be assigned.

Why would you do this? Some factions will want you to patrol in exchange for coin, resources or favors maybe even troops free of charge. It’s a bartering strategy, and making nice with factions who have agendas can be beneficial to the armies and their targets of defense.

Example: The West Netheril trading company had trading posts that they would no doubt like defenses from raids and war bands. A few patrols would keep the trade flowing and the coin coming. And in thanks they might offer help in some goals for the army like providing weapons or resources. (New tiers to recruit for free without having to wait for the replenishment time to go down or help in rp tasks that will arrive as the war rages on. More on this later)

Master_Sarevok2021:
Strategies by class: this is up for change and additions as we pan out the goods.

Cleric: Healing, plus one special based on god

Wizard: Arcane barrage, fire wall, Counterspell

Sorcerer: arcane barrage, fire wall, counter spell

Barbarian: Warcry, Devastate

Bard: Inspire troops, devious tactics

Fighter: duel to the death, hold the line

Rogue: “fooled you!”, devious tactics, improvised trap

Druid: Nature’s wrath 2 types

Assassin: Assassinate, Devious Tactics

Weapon master: Dazzling display, duel to death

Master_Sarevok2021:
Troops:

Troops represent the forces gathered. Rather then troops being treated as individuals, they are given as blocks and each block offers a number of spawns during the front battle

Tier 1:

Conscripts: This are the weakest soldiers, and the easiest to get. Either ragged refugees wanting revenge, poor souls with nothing left to lose and seeking a shot at glory and gold. Or any other possible reason. Conscripts are 1d8 spawns. One block offers 1d8, two offers 2d8 and so on.

Hunters: Hunters are the tier 1 archer unit and can be used as scouts instead of being used in battle if so chosen. If used it battle they offer 1d4 for each block. If selected as scouts, they must be assigned and taken out of the rooster of available troops to be used in battles.

Scouts allow an army to gain information about enemy movements and make up; determined by an Intel roll launched prior to a battle. (See Intel) Hunters offer an Scouting effectiveness of 1 per block.

Tier 2:

Mercenary fighters: these are battle hardened mercs, and can be gained in hiring and recruitment, or by a Tier 1 unit taking part in a number of battles and not being destroyed and this leveling up. These blocks offer 1d6 per block

War Priests: warrior priests of Targus the Netherese god of war. They wield their divine power to wade into battle with spells to heal and strengthen. Each block offers 1d4 and can count as a Caster(Cleric) unit which also allows them to grant access to one cleric strategy at the cost of not being assigned to the front. It can useful to keep priests in the back as their ability to offer healing can restore troop strength before the final battle tally is rolled.

Armoured Cavalry: Men on horse back, these armored knights spawn 1d4 per block and allow access to the Charge strategy. Using this strategy, requires at the block be assigned to a front and does immediate troop damage to the enemies troop strength before combat on the front begins and adds 1 cavalry unit to an adjacent front for free. If you don’t have a unit that counts as Cavalry you cannot use Charge strategy.

Master_Sarevok2021:
Troops continued:

Undead:

Tier 1:

zombie Conscripts: the weakest soldiers a necromancer or other form of undead magic user can summon. They are slow and armed with basic weapons, but make up for it in being deployed in greater numbers.

Skeleton archers: skeleton archers are the ranges fighters of the undead and their bone structures allow they to act as a form of scout. (We might change this and add in a spectre, a weak but excellent scout troop) they are quicker then zombies and are deposited in about equal numbers to their living counter parts.

Tier 2:

Skeleton fighters: the tougher and better melee counter parts for the undead to the merc fighters.

Skeleton sorcerers: what do the undead need gods for. Instead they have arcane fighters who wield negative energy to maim and heal all at once.

Undead armored cavalry: the undead version of the living counterpart with all the same tactics. Just you know…undead.

Master_Sarevok2021:
Special troops:

Hins only:

Hins of hilltop are not too trusting of outsiders currently, given recent events. So they will only follow their own kin to war. You want these troops either ally with a hin or be one.

Tier 1:

Hilltop Militia: trained by Pear Lindenbrook herself these dual wielding warriors are not the best fighters now but they will meet to defend their home. Deploys like conscripts

Hilltop Slingers: the hin version of hunters, they can scout or battle. They get to deploy slightly more then hunters or archers due to their small size and relatively cheap weapons.

Priestess of Yondella: the clerics of the hin goddess are eager to protect hilltop. They will have the same spells as the war clerics do currently. Might change later.

Factions:

Nebular:

Tier 1
Master Kliment apprentices has generously offered a few blocks of his more outgoing apprentices who need to get a little field experience. Why he alone has done this is unsure, but he seems to at least be willing to help somewhat. Your first arcane spell caster that can be hired in any army mix of you pay the upfront fee for ONE block and each commander only gets one block for the present time.

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