Post by Magnate Lucius on May 29, 2020 15:38:22 GMT -5
All of these functions are essentially covered in the rules and how they are rolled is done on the discord channels of our server. We won't be needing requests and such, but moderators will monitor and do rolls, for people, when necessary. Please be respectful of the moderator discretion.
As for a map and movement rules for our armies, here are two maps:
Map by Adam Whitehead 2019 (with hexes)
Political Map (found by cfmonkey)
Interactive Map by Google
Note that with the map by Google, make sure the slider is on the far end. Benefit, you can turn on nobility to see who belongs to what and click on the icons for wiki links.
Movement will be based upon hexes, with the map provided above. A mixed army can move up to five hexes every 24 hours, dependent on traits and other buffs. Armies consisting solely of cavalry may move up to eight hexes in the same time. This counter resets at 9 AM EST (13:00 PM GMT) upon which the army can move again. The exact time of arrival will be up to moderator discretion, which should help in reducing the breakneck pace of military activity that was seen in previous games; marching armies is no longer a race to post first. It will generally be assumed that a player character will not sit there doing nothing while another is able to march due to an OOC reason - for example, a difference in time zones. However, all movements will be based solely on IC information. Just because another player has posted movement orders does not mean you need to also. Characters act on their contextualised information, not on whether another player has requested scouting rolls or not.
You may determine the location of opposing armies through scouting rolls, conducted in the discord. Generally speaking, a large army that is close by will be easily discovered. High scouting rolls may reveal the presence of armies mustering or marching further afield, but the numbers are unlikely to be accurate.
If a moving army passes within a two hex radius of a stationary army, the stationary army will be given opportunity to intercept regardless of movement points or scouting rolls. This may succeed or fail depending on rolls. The exception to this is when there is a clear intent to hide the advance of the army (eg; a surprise attack) however this must be clarified both in RP and to the moderators beforehand.
Instead of army limits, there will be a series of maluses attached to army's based on their size.
Armies up to 15,000
- Suffer no movement penalties
Armies between 15,000 to 30,000
- +2 chance to be ambushed
- Suffer a +4 penalty for scouting activity against them
Armies between 30,000 to 40,000
- +4 chance to be ambushed
- Suffer a 1 hex movement speed penalty
- Suffer a +5 penalty for scouting activity against them
Armies at 40,000 and beyond
- +5 chance to be ambushed
- Suffer a 2 hex movement speed penalty
- Suffer a +6 penalty for scouting activity against them
These are only guidelines, and are not exhaustible. Other bonuses/maluses may be applied based on army size subject to terrain and other factors, decided by a moderator‘s discretion.
As for a map and movement rules for our armies, here are two maps:
Map by Adam Whitehead 2019 (with hexes)
Political Map (found by cfmonkey)
Interactive Map by Google
Note that with the map by Google, make sure the slider is on the far end. Benefit, you can turn on nobility to see who belongs to what and click on the icons for wiki links.
Movement will be based upon hexes, with the map provided above. A mixed army can move up to five hexes every 24 hours, dependent on traits and other buffs. Armies consisting solely of cavalry may move up to eight hexes in the same time. This counter resets at 9 AM EST (13:00 PM GMT) upon which the army can move again. The exact time of arrival will be up to moderator discretion, which should help in reducing the breakneck pace of military activity that was seen in previous games; marching armies is no longer a race to post first. It will generally be assumed that a player character will not sit there doing nothing while another is able to march due to an OOC reason - for example, a difference in time zones. However, all movements will be based solely on IC information. Just because another player has posted movement orders does not mean you need to also. Characters act on their contextualised information, not on whether another player has requested scouting rolls or not.
You may determine the location of opposing armies through scouting rolls, conducted in the discord. Generally speaking, a large army that is close by will be easily discovered. High scouting rolls may reveal the presence of armies mustering or marching further afield, but the numbers are unlikely to be accurate.
If a moving army passes within a two hex radius of a stationary army, the stationary army will be given opportunity to intercept regardless of movement points or scouting rolls. This may succeed or fail depending on rolls. The exception to this is when there is a clear intent to hide the advance of the army (eg; a surprise attack) however this must be clarified both in RP and to the moderators beforehand.
Instead of army limits, there will be a series of maluses attached to army's based on their size.
Armies up to 15,000
- Suffer no movement penalties
Armies between 15,000 to 30,000
- +2 chance to be ambushed
- Suffer a +4 penalty for scouting activity against them
Armies between 30,000 to 40,000
- +4 chance to be ambushed
- Suffer a 1 hex movement speed penalty
- Suffer a +5 penalty for scouting activity against them
Armies at 40,000 and beyond
- +5 chance to be ambushed
- Suffer a 2 hex movement speed penalty
- Suffer a +6 penalty for scouting activity against them
These are only guidelines, and are not exhaustible. Other bonuses/maluses may be applied based on army size subject to terrain and other factors, decided by a moderator‘s discretion.