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Lord Ash
04-05-2009, 02:13 PM
*please note, I am far too busy at college to run this right now, but you are welcome to use it as you see fit. This is really long and detailed, so please no posts explaining how my massive text caused your eyes to bleed, let's keep that kind of talk in the bedroom*

In war, people die.

This is a new type of Tournament, it is meant to take place over many months. It is played out between 2 teams though it can be adjusted for more. Teams can be as small as 3 people, up to 16 or more, so long as both sides have the same and a team leader. It was designed with using the format for clan wars. It requires a bit of bookkeeping, but offers a very real approach to battle. Not that dragons and lightning wards are all that real, but you get the idea.

Team Leaders or Generals

Each Team gets a Team Leader, and possibly some Officers. Team leads are responsible for recording and managing their Teams, and only fight against other Officers and Team Leaders.

Officers

A Team gets Officers if it gets big enough. The amount depends on the size of the team.

#Team Size#Officers#
# -- 08 -- # -- 1 -- #
# -- 16 -- # -- 2 -- #
# -- 24 -- # -- 3 -- #
# -- 32 -- # -- 4 -- #
# -- 40 -- # -- 5 -- #
# -- 48 -- # -- 6 -- #
#- # -#

Officers manage groups of team members and help with bookkeeping. Officers fight officers, and act as something similar to finalist slots. If an Officer dies in battle, and there are still team members remaining, then a field promotion is done for a member chosen by the team leader.

Team Rosters

Each team player has a set of staring units, they are the starting Revelations Units for the most part. I separated them based on the type of unit. It makes it a bit easier to modify and see how many of each are remaining. The Base Units all deal Physical Blockable damage, excepting the Cleric who heals. Adding Golems gives a bit of longevity, and adding in the Magic units, which at this point we are just excluding the Epic units really, gives a good group of reserve units too. The Epic Units really alter the length of the game, and using all the units is perfectly fine too, but the tournament will take much longer. It is up to the people involved of course which units are and aren't included. The Base Units I think work well. You can also give reserves of units, as in 6 Knights per player, and allow him the extra deathcounts by using 3 knights after 3 had died. I think you get the idea, a player could have more units to field than he had actual units. That would be a pretty advanced clause but interesting anyway.

Base Units (Physical Units and the Cleric)(10 units with a swing)
(amby is just so similar to a catapult )

3 Knights
2 Scouts
1 Assassin
1 Beast Rider
1 Berzerker
1 Cleric
*1 Swing Unit, usually the Golem Ambusher

Golems
1 Frost Golem
1 Mud Golem
1 Golem Ambusher

Magic Units
1 Lightning Ward
1 Barrier Ward
1 Wisp
1 Witch
1 Furgon
1 Enchantress
2 Pyromancers

Epic Units
1 Stone Golem
1 Dragon
1 Dragon Speaker

Everyone who is playing in the tournament needs to copy down the starting roster. Team Leaders and Officers help make sure everyone is right.

When a unit is killed in battle, it is removed from that players list of units. It is cannot be used in a match later. Everyones Roster is public, so we can see who is remaining. Obviously you dont throw these in the trash, you just refrain from using them. So, you must have room off board to hold your units.

War happens in a series of Rounds, much like regular tournaments.

The first is team members versus team members. The team Leader Selects someone on his Team to attack, and the other Team Leader select someone from his team to Defend. Then the other Team Leader selects someone to attack and the other to defend. This continues until everyone has had a chance to attack or defend once. At this point, the roster should be somewhat depleted. Officer and Team Leaders then follow suit, and have a set of matches where each person attacks or defend once.

You can also just assign matchups for all the players at this point if that is easier, instead of attack defend cycles. I would go, match up regular players, then officers if any.

If a team member has less than 4 units remaining, they may retire from combat. Once a player has retired, they may not resume play. When a player retires, they may send a unit to the survivors pool.

A unit in the Survivors Pool may be granted to a player between Rounds of combat, added back to that player's Roster. Often this is done to give the Officers and Team Leaders an edge.
The original starting limit may not be exceeded by a player. Optionally if the players has them avaiable from TAL:to field then they may do so. This would be "TAL units allowed."

So, team members play, then a round of Officers, or Team Leader vs Team Leader. Then a round of team members, then officers, until everyone is either retired or beaten. As each Round begins the person who goes first alternates.

A Player may chose to field any number of units in a match. A player does not have to retire at four units, that is the point at which they may. Officers are optional, but with all the screenshots and recording of who lived and dies, they lighten the load.


It provides a set of meta rules for the team leaders and officers, and changes the style of play for everyone. I think it will provide some fresh energy to TAO. It is alittle paperwork heavy, but I think it is a fun modification. 18 is a pretty good number of players to use. That gives each side a Team Leader, a Left Flank Oficer with 3 squads, and a Right Flank Officer with 3 squads.

Using the Left and Right Flank, one can extend the metaphor a bit further, with the Team Leader acting as "King". Then squad leaders then denote location as well, with the players they manage under their control. If the when the Player attack, he declare what side he is attacking. Only squads in that flank may attack. Flanks attack opposites naturally. Right can hit left, left can hit right. Squads can be reorganized between rounds. If a Player can attack a flank, and no one is there to defend, then the "King" can be attacked. If the King is killed, then that side loses the war. This optional "Kingswar" alteration add additional strategy to the Team Leader in assigning his players to his Officers, and need to outhink his opponent. In this scenario, Officers would pick who attacks and defends during the round, though of course they could ask the Team Lead.

One could even make a map and use territories on it to represent players in Great War.



Anyway, have fun, take lots of screenshots, and tell me who wins. I am simply not experienced enough in running tournaments to keep this under control, but if one of the TAL organizers could oversee such an undertaking, I would offer any help I could. I would love to see something like this played out. Screenshots and concise battle reports would make it a great read. These are the kinds of thoughts that plague me here in my dark and bandwidth endowed tomb. Such plans haunt me and rob me of my slumber, forcing me to write them here for you. I hope to see a Great War, and would love to see what rules options people come up with.

~LA

Mithrandir
04-05-2009, 02:52 PM
This is a good concept I think, but would definitely be a big project.

OMAR
04-05-2009, 04:21 PM
Way too big, perhaps a "GS5" with a previous try and lots of reviews?

Ragnarth
04-05-2009, 04:40 PM
Why don't we just play Age of Empires?.

Pikachu!
04-05-2009, 04:43 PM
Why don't we just play Age of Empires?.

Because Age of Mythology is so much better.

Ragnarth
04-05-2009, 04:44 PM
Lol, i thought about it just after i posted :p.

-=Gun=-
04-05-2009, 10:26 PM
this sounds like a good idea, just very large scale and would need alot of cooperation and people.