Trench wars!
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- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
Trench wars!
All right I have come up with an Idea: You design some kind of bunker(with paper photoshop your troops positions) and you roll a d6 to see if you hit an enemy. 2 4 6 hit and 1 3 5 miss
Positions: 10 left
1 Dilanski :10 troopers
2 Naussica :10 troopers
3 :10 troopers
4 :10 troopers
5 :10 troopers
6 :10 troopers
7 :10 troopers
8 :10 troopers
9 :10 troopers
10 :10 troopers
11 :10 troopers
Positions: 10 left
1 Dilanski :10 troopers
2 Naussica :10 troopers
3 :10 troopers
4 :10 troopers
5 :10 troopers
6 :10 troopers
7 :10 troopers
8 :10 troopers
9 :10 troopers
10 :10 troopers
11 :10 troopers
Last edited by OREMAWESOME1234 on Wed Aug 11, 2010 9:07 am, edited 5 times in total.
Re: Trench wars!
OREMAWESOME1234 wrote: Positions: 11 left
1 Me:10 troopers
2 :10 troopers
3 :10 troopers
4 :10 troopers
5 :10 troopers
6 :10 troopers
7 :10 troopers
8 :10 troopers
9 :10 troopers
10 :10 troopers
11 :10 troopers
Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
My brute
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
Re: Trench wars!
But what if you roll a 5? Or for that matter, a 2?OREMAWESOME1234 wrote:2 4 6 hit and 1 2 3 miss
- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
Re: Trench wars!
also if you get a 6 your troopers kill 3 enemys, 4=2 enemy dead, 2=1 enemy deadArkbrik wrote:OREMAWESOME1234 wrote:2 4 6 hit and 1 3 5 miss
Last edited by OREMAWESOME1234 on Tue Aug 10, 2010 7:37 am, edited 1 time in total.
- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
Approved and and ever 3 turns you can edit your base with like a second part of the base I.e. underground extention like a barracks.dilanski wrote:
Blue arrows are troops, tank is just for show.
Buildings!
barracks: adds five more posible soldiers.
garage: might add 2 more spaces you can use for a vehicle like a jeep or apc
Armoury: Here is where you do recuiting for more men but 5 troopers take 2 turns. 1 jeep/apc takes 2 turns to get to base
- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
Re: Trench wars!
you want a spot? and I edited the listsolvess wrote:OREMAWESOME1234 wrote: Positions: 11 left
1 Me:10 troopers
2 :10 troopers
3 :10 troopers
4 :10 troopers
5 :10 troopers
6 :10 troopers
7 :10 troopers
8 :10 troopers
9 :10 troopers
10 :10 troopers
11 :10 troopers
Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
Re: Trench wars!
no no thanks.OREMAWESOME1234 wrote:you want a spot? and I edited the listsolvess wrote:OREMAWESOME1234 wrote: Positions: 11 left
1 Me:10 troopers
2 :10 troopers
3 :10 troopers
4 :10 troopers
5 :10 troopers
6 :10 troopers
7 :10 troopers
8 :10 troopers
9 :10 troopers
10 :10 troopers
11 :10 troopers
Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
My brute
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
"Having enough Dakka is an illusion created by those too weak to stomach true warfare."
"A river of blood begins with a single drop."
- naussica
- Dimmy
- Posts: 569
- Joined: Sat Feb 20, 2010 5:27 pm
- Location: doing what you see in my avatar
I'll have a spot, I'll make my fort tommorow.
My youtube channel:
http://www.youtube.com/user/naussica21
http://www.erepublik.com/en/referrer/naussica
http://www.youtube.com/user/naussica21
http://www.erepublik.com/en/referrer/naussica
- OREMAWESOME1234
- Cannon Fodder
- Posts: 448
- Joined: Mon Jul 05, 2010 4:39 pm
- Location: SPAAAAAAAACE!
Trench Wars!
Test Rule set V1
credit goes to dilanski
Play
The game of trench wars should be played on a 10*10 battlefield with a 3*10 build/launch area on each side of the grid. Each player will get a 5*3 area on one side of the board and will team up with another player who will get the 5*3 area next to him. On the 5*1 row at the back of the board (the row with no others behind it) he can only build buildings on it, the middle row can only have fortifications placed on it, and the front row is used to deploy units. At the start of a game each player puts one Resource Depot and a Command Centre each in one of his building grid squares; he also has 10 resources to start with.
Players take it in turns, in each of their turns they conduct the following phases-
Standby-You get your resources from your Resource Depot(s).
Build-You can build or demolish Buildings, Fortifications and deploy Troops.
Action-You can move troops or attack.
When you build a unit, it is deployed in one of your deployment zones; only one troop can occupy one zone on the board. Troops can move forward, backward, sideways or diagonally their movement rating. A Unit can attack other units in range of their attack, a target must be un-obstructed. Units can do damage to enemy buildings once they’ve broken through fortifications.
A player is knocked out if his Command Centre is destroyed, the first team to knock out both enemies wins.
Buildings
Command Centre
Cost-NA
Armour-10
The command centre is your underground bunker of operations and houses your commanders and all tactical information.
Resource Depot
Cost-8
Armour-8
The resource depot is where all your resources for building are collected. For each one you get +4 resources each turn.
Vehicle Workshop
Cost-6
Armour-8
A building for building and maintaining vehicles, required to build them.
Forward Air Command
Cost-12
Armour-4
A building allowing you to call an airstrike every other standby phase, it does 4 points of damage to any enemy building or unit.
Fortifications
Small Entrenchment Trench
Cost-2
Armour-8
Attack Range-1
Attack Damage-3
Trenches are good basic defence, they’re cheap and well defended but don’t do much damage to enemy armour.
Sniper Box
Cost-2
Armour-6
Attack Range-4
Attack Damage-3
Increased range defence.
Anti-Tank Gun
Cost-4
Armour-2
Attack Range-5
Attack Damage-6 (-5 damage on enemy Soldier units)
Best Way to counter enemy armour, but has weak armour and can easily be bypassed.
Units
Soldier
Cost-1
Armour-2
Move-2
Attack Range-2
Attack Damage-3
The soldier is the simplest unit that can be deployed.
Machine Gun Squad
Cost-1
Armour-2
Move-1
Attack Range 2
Attack Damage-4
MG squad is a heavy unit to deal out more damage.
Tank
Cost-4
Armour-7
Move-3
Attack Range-4
Attack Damage-5
Tanks are mobile fortresses of death, able to storm battlefields wiping out all in their path.
Test Rule set V1
credit goes to dilanski
Play
The game of trench wars should be played on a 10*10 battlefield with a 3*10 build/launch area on each side of the grid. Each player will get a 5*3 area on one side of the board and will team up with another player who will get the 5*3 area next to him. On the 5*1 row at the back of the board (the row with no others behind it) he can only build buildings on it, the middle row can only have fortifications placed on it, and the front row is used to deploy units. At the start of a game each player puts one Resource Depot and a Command Centre each in one of his building grid squares; he also has 10 resources to start with.
Players take it in turns, in each of their turns they conduct the following phases-
Standby-You get your resources from your Resource Depot(s).
Build-You can build or demolish Buildings, Fortifications and deploy Troops.
Action-You can move troops or attack.
When you build a unit, it is deployed in one of your deployment zones; only one troop can occupy one zone on the board. Troops can move forward, backward, sideways or diagonally their movement rating. A Unit can attack other units in range of their attack, a target must be un-obstructed. Units can do damage to enemy buildings once they’ve broken through fortifications.
A player is knocked out if his Command Centre is destroyed, the first team to knock out both enemies wins.
Buildings
Command Centre
Cost-NA
Armour-10
The command centre is your underground bunker of operations and houses your commanders and all tactical information.
Resource Depot
Cost-8
Armour-8
The resource depot is where all your resources for building are collected. For each one you get +4 resources each turn.
Vehicle Workshop
Cost-6
Armour-8
A building for building and maintaining vehicles, required to build them.
Forward Air Command
Cost-12
Armour-4
A building allowing you to call an airstrike every other standby phase, it does 4 points of damage to any enemy building or unit.
Fortifications
Small Entrenchment Trench
Cost-2
Armour-8
Attack Range-1
Attack Damage-3
Trenches are good basic defence, they’re cheap and well defended but don’t do much damage to enemy armour.
Sniper Box
Cost-2
Armour-6
Attack Range-4
Attack Damage-3
Increased range defence.
Anti-Tank Gun
Cost-4
Armour-2
Attack Range-5
Attack Damage-6 (-5 damage on enemy Soldier units)
Best Way to counter enemy armour, but has weak armour and can easily be bypassed.
Units
Soldier
Cost-1
Armour-2
Move-2
Attack Range-2
Attack Damage-3
The soldier is the simplest unit that can be deployed.
Machine Gun Squad
Cost-1
Armour-2
Move-1
Attack Range 2
Attack Damage-4
MG squad is a heavy unit to deal out more damage.
Tank
Cost-4
Armour-7
Move-3
Attack Range-4
Attack Damage-5
Tanks are mobile fortresses of death, able to storm battlefields wiping out all in their path.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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Um... yikes? Let's avoid the finagling and just link you to Picture Wars, eh?
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