Post by Mendoza Chávez De La Hoya Card on Jan 5, 2017 20:21:19 GMT
Test Mock Battle.
Alejandro Silva , Ramon Cañarte Valverde , John Fitzgerald Kennedy II
Welcome to the setup for your mock battle. This is a made up battle, and it’s results, loses, wins or any other outcomes does not contribute to the RP. I have decided to pick a random country, nothing SAP or NAU related. What better than my own home country?
In this setup battle, the following rule applies: To gain control over world’s best country ever… (hehe ).. you need to conquer 6 provinces. A fair heads-up: we got 12. The first one who conquers 6 provinces wins.
Adding rules:
- Amsterdam is the capital of our country, but also capital of the North Holland Province. We will forget that Amsterdam is the capital of the Netherlands.
- Control the province capitals in order to ‘win’ a province.
- The NAU invades the country from upon North: They start in province Groningen, with its capital Groningen (yeah I know, a lack of imagination back in the days…)
- The SAP Navy successfully reaches the beaches: They start in South Holland, with it’s capital The Hague.
- The Environmental sub-faction under command of Silva, enters somehow from the south. They start in Limburg, in the capital of Maastricht.
- Silva and Valverde are NOT allies in this mock battle, consider them both as a faction of their own. All players are enemies from each other’s. Yet helping out could be beneficial, like how it goes in the boardgame of Risk.
- Despite Valverde is the SAP's Navy commander, in this mock battle, there will be no navy. Come to think about that there is not a suitable Navy system yet. But after all, you will get practise with this system, as the navy have abilities obviously to fight on the mainlands as well.
Since this will be a 3 way battle, I suggest that each one of you will play in order. From out of nowhere I decide that Silva goes first, the NAU is second, and Valverde makes his move after the NAU. When Valverde has his move done, the turn will be Silva’s once more. And etc.
Each player starts with 10 divisions. However, how to deploy them is up to the players. Starting positions are already given, so all 10 divisions start from upon there. Movements will be determined by the players themselves.
You should be aware:
- Splitting forces could be smart. More directions for a quicker conquer, but perhaps less effective against a well prepared opponent.
- Once you control 4 provinces, you are allowed to call in reinforcements. They appear automatically in your oldest, and longest controlled province capital. (by default your starting position)
- Retrolisers battle system is still the standard as there is not a successful replacement. We will play with this system.
- The GP’s (my subsystem) are allowed to use at any time, any position. Civilian casualties are not of interesting, since this is a mock battle. But be aware: in the RP.. they count!
- You may use a single GP at your start of the turn. We will agree that a cooldown of 6 moves for each GP, to prevent overusing them. It is a mock battle, not a ‘trololol spam GP’s and shit’
- 1 single GP can still be on cooldown, but you can choose a different one instead.
- In each turn, you can move troops between provinces. Multiple moves are allowed.
- In combination with the point above, you are not allowed to transport the same troops through multiple provinces. Example: you want to move 1 division from North Holland to Sealand (Zeeland). This will cost you 2 turns, since South Holland is between them. See this as the game of Risk, give or take.
- Bases are not a thing in this mock battle. To know how they work, I would like to point to my subsystem. If there are questions about them, feel free to ask.
I think this covers the most of it. Rest me to give a tip: pay attention to the map. Some provinces are more interesting than others since they have more borders to other provinces. Have fun!
And don’t forget… OOC you may always ask questions, even if it isn’t your turn. As far as my knowledge goes, I can help with the battle system. Retroliser and Nag may also help to explain the battlesystem, as they are the pointed teachers for mockbattles.
PS: For the RP itself: you need approval from your faction leader, or else you could face problems. Traitors! And keep in mind, despite I ‘gave’ each one of you 10 divisions, in the RP itself you should do paperwork to prepare for a battle.
- Your troop amount is key. You should be aware how many troops you have in total and how much you want to use in a battle.
- Keep in mind. If your troops are located in Washington, they cannot instant transport to Moscow. Distance calculators are added by Retroliser.
- If you transport troops, make sure your numbers list stay accurate. Distract them from the location where they leave… move them to ‘in movement’ and if the time has passed, they can appear at your desired destination.
- Fair personal point: I think it is hard to hide big troop amounts. But there is always a scouting ability for it…
Alejandro Silva
Ramon Cañarte Valverde
John Fitzgerald Kennedy II
usefull links:
the basic rules can be founded here:
rotrwarzone.boards.net/board/19/roleplay-rules
Basic explanation of the battle system (basic/Retrolisers version):
rotrwarzone.boards.net/thread/894/rise-reds-warzone-military-reform
General powers and strike capabilities (my subsystem):
rotrwarzone.boards.net/thread/977/rotr-strikes-gps-bases-basedefences
Alejandro Silva , Ramon Cañarte Valverde , John Fitzgerald Kennedy II
Welcome to the setup for your mock battle. This is a made up battle, and it’s results, loses, wins or any other outcomes does not contribute to the RP. I have decided to pick a random country, nothing SAP or NAU related. What better than my own home country?
Welcome to the Netherlands.
In this setup battle, the following rule applies: To gain control over world’s best country ever… (hehe ).. you need to conquer 6 provinces. A fair heads-up: we got 12. The first one who conquers 6 provinces wins.
Adding rules:
- Amsterdam is the capital of our country, but also capital of the North Holland Province. We will forget that Amsterdam is the capital of the Netherlands.
- Control the province capitals in order to ‘win’ a province.
- The NAU invades the country from upon North: They start in province Groningen, with its capital Groningen (yeah I know, a lack of imagination back in the days…)
- The SAP Navy successfully reaches the beaches: They start in South Holland, with it’s capital The Hague.
- The Environmental sub-faction under command of Silva, enters somehow from the south. They start in Limburg, in the capital of Maastricht.
- Silva and Valverde are NOT allies in this mock battle, consider them both as a faction of their own. All players are enemies from each other’s. Yet helping out could be beneficial, like how it goes in the boardgame of Risk.
- Despite Valverde is the SAP's Navy commander, in this mock battle, there will be no navy. Come to think about that there is not a suitable Navy system yet. But after all, you will get practise with this system, as the navy have abilities obviously to fight on the mainlands as well.
Since this will be a 3 way battle, I suggest that each one of you will play in order. From out of nowhere I decide that Silva goes first, the NAU is second, and Valverde makes his move after the NAU. When Valverde has his move done, the turn will be Silva’s once more. And etc.
Each player starts with 10 divisions. However, how to deploy them is up to the players. Starting positions are already given, so all 10 divisions start from upon there. Movements will be determined by the players themselves.
You should be aware:
- Splitting forces could be smart. More directions for a quicker conquer, but perhaps less effective against a well prepared opponent.
- Once you control 4 provinces, you are allowed to call in reinforcements. They appear automatically in your oldest, and longest controlled province capital. (by default your starting position)
- Retrolisers battle system is still the standard as there is not a successful replacement. We will play with this system.
- The GP’s (my subsystem) are allowed to use at any time, any position. Civilian casualties are not of interesting, since this is a mock battle. But be aware: in the RP.. they count!
- You may use a single GP at your start of the turn. We will agree that a cooldown of 6 moves for each GP, to prevent overusing them. It is a mock battle, not a ‘trololol spam GP’s and shit’
- 1 single GP can still be on cooldown, but you can choose a different one instead.
- In each turn, you can move troops between provinces. Multiple moves are allowed.
- In combination with the point above, you are not allowed to transport the same troops through multiple provinces. Example: you want to move 1 division from North Holland to Sealand (Zeeland). This will cost you 2 turns, since South Holland is between them. See this as the game of Risk, give or take.
- Bases are not a thing in this mock battle. To know how they work, I would like to point to my subsystem. If there are questions about them, feel free to ask.
I think this covers the most of it. Rest me to give a tip: pay attention to the map. Some provinces are more interesting than others since they have more borders to other provinces. Have fun!
And don’t forget… OOC you may always ask questions, even if it isn’t your turn. As far as my knowledge goes, I can help with the battle system. Retroliser and Nag may also help to explain the battlesystem, as they are the pointed teachers for mockbattles.
PS: For the RP itself: you need approval from your faction leader, or else you could face problems. Traitors! And keep in mind, despite I ‘gave’ each one of you 10 divisions, in the RP itself you should do paperwork to prepare for a battle.
- Your troop amount is key. You should be aware how many troops you have in total and how much you want to use in a battle.
- Keep in mind. If your troops are located in Washington, they cannot instant transport to Moscow. Distance calculators are added by Retroliser.
- If you transport troops, make sure your numbers list stay accurate. Distract them from the location where they leave… move them to ‘in movement’ and if the time has passed, they can appear at your desired destination.
- Fair personal point: I think it is hard to hide big troop amounts. But there is always a scouting ability for it…
Alejandro Silva
Ramon Cañarte Valverde
John Fitzgerald Kennedy II
Are you guys ready? Set? Happy fighting over my Dutch Lands
usefull links:
the basic rules can be founded here:
rotrwarzone.boards.net/board/19/roleplay-rules
Basic explanation of the battle system (basic/Retrolisers version):
rotrwarzone.boards.net/thread/894/rise-reds-warzone-military-reform
General powers and strike capabilities (my subsystem):
rotrwarzone.boards.net/thread/977/rotr-strikes-gps-bases-basedefences