Post by Hyper Kinetic on Aug 9, 2008 6:21:41 GMT
I am thinking of starting up a Risk-type game on a Hexboard of sorts.
I am just looking for a little help.
For starters, I am wondering about whether each army should be given a Special Advantage and Disadvantage, a Race Specific advantage with an optional advantage able to be taken (where each army has a certain advantage that they are not allowed to take) or just a Single Race Advantage.
At the moment, my idea is to have each race have one advantage and a choice of a second with some disallowed ability.
Much of this will be done via PMs/email. It will be turn based.
The basic idea is that you have a limited amount of resources. Each block you own can have up to 4 or 5 "units" on them (collectively known as a stack, haven't yet decided on max limit). When ever you move, you must leave behind one unit in order to retain a tile for reinforcement purposes (reinforcement numbers will be determined by how many tiles you have at your command). You can choose to leave a tile empty, and it will show to your opponents that you occupy it, but it will not count for reinforcement purposes. Tiles must be adjoined in order to claim reinforcements (a free tile that you own will break the chain).
In order to take an opponent's tile, your stack must have a force higher than theirs (or a special rule, see below). The attackers lose one unit from their stack, the defenders lose two. If the opponent has a full stack behind them, they lose their members. If not, the numbers of that squad swell up to maximum. If they are equal in size, both forces lose one unit and no land gain is made.
Movement depends on how many units you have (yet to be fully worked out) and goes toward shuffling your fleet around.
Sight will probably be 2 tiles in length. You can only directly see the tiles adjacent (by this, you can only see what numbers of oppositions are on adjacent tiles)
Deepstrike exists: Every race is able to do this. Launch a stack (minus one) to anywhere across the table (or to within 3 tiles of a position you own... haven't yet decided. Probably this one.). One of the members of the stack must remain on the tile behind. If no one owns it, or there is no enemy on that tile, you now own it. If it is one of your units, up to all-minus-one of your stack will add on top of that stack (any remaining stay behind). If there is an enemy on that tile, then attack resolution applies. If the attack succeeds, you claim the tile. If the attack fails, you lose that entire stack minus the one that remains behind. I am yet to decide on whether a Deepstriking Stack that is the same size as a Defending stack will win or not. You can Deepstrike once every 4 turns (starting from turn 4) and it does not count as a regular movement. Everyone is notified if you have used your Deepstrike. You don't have to use it at all, but it doesn't accumulate.
Here are the abilities i have thought of:
Overwhelming Numbers - If you attack a stack of equal size, you win (take over the land).
Stalwart Defense - If you defend against an equal stack size, you win without losing a defender.
Heavy Deepstrike - You can Deepstrike an entire stack instead of leaving one member behind.
Multiple Deepstrike - You can Deepstrike twice every four turns (does not accumulate to more)
Fleet - You have one extra base movement to begin with.
Rapid Deepstrikes - It takes only 3 turns to charge up Deepstrike.
Long Range Cannon - You can bombard a unit that is up to 3 squares away from a stack with 5 units. That stack loses 1 unit. This uses 1 movement.
Scan - You can see the entire map for a turn. Useable every 5 turns, starting with turn 1. (debating on whether to effectively add 1 to a team's numbers for a turn... if this was so, you would have to declare it 1 turn beforehand and all other players would get notified that you have used it)
My current plan is to have something like the following (going on the System where you have a base ability and get to choose one more):
Tyranids: Start with Overwhelming Numbers. Can not have Stalwart Defense.
Necrons: Multiple Deepstrikes (unsure about to what they can't have)
Space Marines: Scan (can't have Overwhelming Numbers)
Orks: (unsure of what theywould have to begin with... Overwhelming Numbers?) Can't have Scan.
IG: Stalwart Defense. Can't have Heavy Deepstrike.
Chaos: Heavy Deepstrike (unsure about what they can't have)
Eldar: Fleet (unsure what they can't have)
Tau: Long Range Cannon (unsure of what they can't have)
Dark Eldar: Rapid Deepstrikes (can't have Overwhelming Numbers)
The basic idea is to have several people playing at once.
So... yeah. What do you think? Suggestions and help appreciated.
I am just looking for a little help.
For starters, I am wondering about whether each army should be given a Special Advantage and Disadvantage, a Race Specific advantage with an optional advantage able to be taken (where each army has a certain advantage that they are not allowed to take) or just a Single Race Advantage.
At the moment, my idea is to have each race have one advantage and a choice of a second with some disallowed ability.
Much of this will be done via PMs/email. It will be turn based.
The basic idea is that you have a limited amount of resources. Each block you own can have up to 4 or 5 "units" on them (collectively known as a stack, haven't yet decided on max limit). When ever you move, you must leave behind one unit in order to retain a tile for reinforcement purposes (reinforcement numbers will be determined by how many tiles you have at your command). You can choose to leave a tile empty, and it will show to your opponents that you occupy it, but it will not count for reinforcement purposes. Tiles must be adjoined in order to claim reinforcements (a free tile that you own will break the chain).
In order to take an opponent's tile, your stack must have a force higher than theirs (or a special rule, see below). The attackers lose one unit from their stack, the defenders lose two. If the opponent has a full stack behind them, they lose their members. If not, the numbers of that squad swell up to maximum. If they are equal in size, both forces lose one unit and no land gain is made.
Movement depends on how many units you have (yet to be fully worked out) and goes toward shuffling your fleet around.
Sight will probably be 2 tiles in length. You can only directly see the tiles adjacent (by this, you can only see what numbers of oppositions are on adjacent tiles)
Deepstrike exists: Every race is able to do this. Launch a stack (minus one) to anywhere across the table (or to within 3 tiles of a position you own... haven't yet decided. Probably this one.). One of the members of the stack must remain on the tile behind. If no one owns it, or there is no enemy on that tile, you now own it. If it is one of your units, up to all-minus-one of your stack will add on top of that stack (any remaining stay behind). If there is an enemy on that tile, then attack resolution applies. If the attack succeeds, you claim the tile. If the attack fails, you lose that entire stack minus the one that remains behind. I am yet to decide on whether a Deepstriking Stack that is the same size as a Defending stack will win or not. You can Deepstrike once every 4 turns (starting from turn 4) and it does not count as a regular movement. Everyone is notified if you have used your Deepstrike. You don't have to use it at all, but it doesn't accumulate.
Here are the abilities i have thought of:
Overwhelming Numbers - If you attack a stack of equal size, you win (take over the land).
Stalwart Defense - If you defend against an equal stack size, you win without losing a defender.
Heavy Deepstrike - You can Deepstrike an entire stack instead of leaving one member behind.
Multiple Deepstrike - You can Deepstrike twice every four turns (does not accumulate to more)
Fleet - You have one extra base movement to begin with.
Rapid Deepstrikes - It takes only 3 turns to charge up Deepstrike.
Long Range Cannon - You can bombard a unit that is up to 3 squares away from a stack with 5 units. That stack loses 1 unit. This uses 1 movement.
Scan - You can see the entire map for a turn. Useable every 5 turns, starting with turn 1. (debating on whether to effectively add 1 to a team's numbers for a turn... if this was so, you would have to declare it 1 turn beforehand and all other players would get notified that you have used it)
My current plan is to have something like the following (going on the System where you have a base ability and get to choose one more):
Tyranids: Start with Overwhelming Numbers. Can not have Stalwart Defense.
Necrons: Multiple Deepstrikes (unsure about to what they can't have)
Space Marines: Scan (can't have Overwhelming Numbers)
Orks: (unsure of what theywould have to begin with... Overwhelming Numbers?) Can't have Scan.
IG: Stalwart Defense. Can't have Heavy Deepstrike.
Chaos: Heavy Deepstrike (unsure about what they can't have)
Eldar: Fleet (unsure what they can't have)
Tau: Long Range Cannon (unsure of what they can't have)
Dark Eldar: Rapid Deepstrikes (can't have Overwhelming Numbers)
The basic idea is to have several people playing at once.
So... yeah. What do you think? Suggestions and help appreciated.