Adding a Risk like element....
Moderators: warman45, Rev. Sylvanus
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Fromagier
- Battlefield General
- Posts: 9
- Joined: Mon May 18, 2009 3:19 pm
- Location: preparing the epic tenth post...
Adding a Risk like element....
using photoshop i have drawn up a map to represent the area where my armys fight
Anyone have any ideas to enhance the implementation of a map to Brikwars?
five posts down, five to go
Huzzah! I have ressurected the scanner and figured out how to post images, hope it's not too large this time...
<a href="http://s637.photobucket.com/albums/uu92 ... warmap.jpg" target="_blank"><img src="http://i637.photobucket.com/albums/uu92 ... warmap.jpg" border="0" alt="Photobucket"></a>
all right, so to the left the dark grey countries are The Western Empire
(my army's homeland) is a desolate place that is ruined after the empires atomic energy plants catastrophiclly failed
the Empire has scince recovered but to the devestation of thier homeland are now forced to expand for resources
to the left, the green countries represent The Imperial Legion (my brother's army, the name isn't 100% decided) who have also laid claim to the resourse rich borderlands
to the north the Nercomancer controlls the territory with skulls on them
and finally as a side note i know one of the Western Empire's provinces looks like a boot, which was completely accidental, but still provides for some interesting gameplay
when i ever decide to hunt down the SD card containing my pictures i'll post a better overview of each of the armys
Anyone have any ideas to enhance the implementation of a map to Brikwars?
five posts down, five to go
Huzzah! I have ressurected the scanner and figured out how to post images, hope it's not too large this time...
<a href="http://s637.photobucket.com/albums/uu92 ... warmap.jpg" target="_blank"><img src="http://i637.photobucket.com/albums/uu92 ... warmap.jpg" border="0" alt="Photobucket"></a>
all right, so to the left the dark grey countries are The Western Empire
(my army's homeland) is a desolate place that is ruined after the empires atomic energy plants catastrophiclly failed
the Empire has scince recovered but to the devestation of thier homeland are now forced to expand for resources
to the left, the green countries represent The Imperial Legion (my brother's army, the name isn't 100% decided) who have also laid claim to the resourse rich borderlands
to the north the Nercomancer controlls the territory with skulls on them
and finally as a side note i know one of the Western Empire's provinces looks like a boot, which was completely accidental, but still provides for some interesting gameplay
when i ever decide to hunt down the SD card containing my pictures i'll post a better overview of each of the armys
Last edited by Fromagier on Tue Jun 09, 2009 1:19 pm, edited 3 times in total.
- MasterEcabob
- Jaw-Jaw
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Maybe you could set up your soldiers on each of your countries and then do an actual brikwar with baseplates whenever you want to invade another country?
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
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Fromagier
- Battlefield General
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- Joined: Mon May 18, 2009 3:19 pm
- Location: preparing the epic tenth post...
i was thinking to use close to the same system Risk uses like using a rifle or helmet or sword etc to represent the size of the forces stationed there
and if i every got ambitous enough, provide each province with stats
such as
a hilly country would be detremental to the Western Empire (who are used to flat bombed out country)
or a flat area would provide a movement bonus to armored vehicles
where as a swamp would slow them down
anyone else have ideas for stats for types of terrain
i am able to check this forum at best twice a week so don't be terribly suprised if i don't respond for a while
and if i every got ambitous enough, provide each province with stats
such as
a hilly country would be detremental to the Western Empire (who are used to flat bombed out country)
or a flat area would provide a movement bonus to armored vehicles
where as a swamp would slow them down
anyone else have ideas for stats for types of terrain
i am able to check this forum at best twice a week so don't be terribly suprised if i don't respond for a while
- pesgores
- The Dear Leader
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Hmmm. That wouldn't be really Brikwars.
You could instead use baseplates, each square baseplate representing a terriotry, and for each territory you control, you get 5 CP each strategic turn. Units can move 3 squares per ST (strategic turn) and attack once and take 1 territory at a time. Using normal units and all, this would be something like Civilization. Defenders would always get the initiative and uncontrolled territories would instantly be under the control of the faction that placed its troops there.
You could instead use baseplates, each square baseplate representing a terriotry, and for each territory you control, you get 5 CP each strategic turn. Units can move 3 squares per ST (strategic turn) and attack once and take 1 territory at a time. Using normal units and all, this would be something like Civilization. Defenders would always get the initiative and uncontrolled territories would instantly be under the control of the faction that placed its troops there.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"

- Almighty Benny
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I like this idea, pesgores
It would be cool to have a miniature LEGO representation of the battlefield and vehicles, because then it would be really easy to represent a city being nuked without actually having to completely destroy your model
Of course, there's nothing wrong with completely destroying models in the name of BrikWars
It would be cool to have a miniature LEGO representation of the battlefield and vehicles, because then it would be really easy to represent a city being nuked without actually having to completely destroy your model
Of course, there's nothing wrong with completely destroying models in the name of BrikWars

I said "no" to drugs, but they just wouldn't listen...
- Leprechaun
- Hero
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hmm...this is actually a pretty good idea....say you staged a planatary campaign against your brother, you could use each territory on the map as the site of a different battle during the campaign, and put lego markers showing the advances and stuff after a real-sized brikwar takes place on wherever your attacking. I might try this myself sometime....
Damnit! Where's my camera?
- tahthing
- rather undermines the point of ranks.
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when i do campaine battles(all by my ownsome though
) i use the map system and construt two bases for the final battles, and then just construct the other battle fields on the fly.
i have advice, don't use the tree system,
aka if blue wins the battle they advance and the next battles at place x if red win then the next battles at place y.
and so on, this makes very long compains(more than 5 battles) hard.
since you need to work out a result for each battle.
if blue wins then you move to battlefeild 2 if red win go to 1
1: if blue win go to 3, if red win go to 4
2: if blue win go to 5, if red win go to 6
thats two battles with 6 diffrent possible places
the next round will need anouther 8 diffrent battle fields.
i have advice, don't use the tree system,
aka if blue wins the battle they advance and the next battles at place x if red win then the next battles at place y.
and so on, this makes very long compains(more than 5 battles) hard.
since you need to work out a result for each battle.
if blue wins then you move to battlefeild 2 if red win go to 1
1: if blue win go to 3, if red win go to 4
2: if blue win go to 5, if red win go to 6
thats two battles with 6 diffrent possible places
the next round will need anouther 8 diffrent battle fields.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- pesgores
- The Dear Leader
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I'mma gonna build an example of what I am saying. Or, instead of giving +5 CP per territory, set up the armies on the beggining and give +1 CP so people don't get too rich and start buying too many units.
Or, after 5 ST, you collect your "taxes". Then you can do whatever the fuck you want, including augmenting the defenses or your army.
Yeah. What a great idea I had.
Or, after 5 ST, you collect your "taxes". Then you can do whatever the fuck you want, including augmenting the defenses or your army.
Yeah. What a great idea I had.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"

- tahthing
- rather undermines the point of ranks.
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- Joined: Mon Dec 29, 2008 7:02 pm
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the thing with, "you get 5cp each time you win" is that once you win once you get an advantage, you win again, you get more of an advantage.....
this idea doesn't work well.
this idea doesn't work well.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
I tried making a system for stuff like this back in the nineties, but it always got too bogged down when you actually tried to use it, so I gave up. Maybe it would work for something like a forum battle though, since the time scale is different than games played in person.
The idea was that you took a map of territories like this, except built on a baseplate so you can stack bricks on it to show how the territories are built up. Territories might have all the usual wargamey bits, towns or forts or roads or weird terrain features, but the important thing to keep track of game-mechanics wise were Infrastructure (how many CPs of buildings and fortifications are present), Workers (how many minifigs are producing resources for you), and Investment (how much the people in that region support your cause). You also had little army flags that you could run around the map, but you didn't have to decide what kinds of units were in them until the enemy scouted them or they moved into a region where you had some Investment.
It was nice in some ways because you could avoid deciding what kinds of things were actually in any particular army or region until it was time to have a battle there - then you built the infrastructure according to how much Infrastructure you had, and laid traps and got advance knowledge of enemy positions and army composition according to Investment, and had workers and workshops to protect according to Workers.
It was a pretty clean little system in general but bogged way down when it got to specifics. But maybe there's some ideas in there you can play off of, if you really want to do an epic-style strategic campaign.
The idea was that you took a map of territories like this, except built on a baseplate so you can stack bricks on it to show how the territories are built up. Territories might have all the usual wargamey bits, towns or forts or roads or weird terrain features, but the important thing to keep track of game-mechanics wise were Infrastructure (how many CPs of buildings and fortifications are present), Workers (how many minifigs are producing resources for you), and Investment (how much the people in that region support your cause). You also had little army flags that you could run around the map, but you didn't have to decide what kinds of units were in them until the enemy scouted them or they moved into a region where you had some Investment.
It was nice in some ways because you could avoid deciding what kinds of things were actually in any particular army or region until it was time to have a battle there - then you built the infrastructure according to how much Infrastructure you had, and laid traps and got advance knowledge of enemy positions and army composition according to Investment, and had workers and workshops to protect according to Workers.
It was a pretty clean little system in general but bogged way down when it got to specifics. But maybe there's some ideas in there you can play off of, if you really want to do an epic-style strategic campaign.

