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Author Topic: Kingdoms variant: Crystal Vale  (Read 1737 times)
gull2112
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« on: January 12, 2011, 09:34:05 pm »

I've developed a new Kingdoms variant which you can view here:
http://gullsbattleground.blogspot.com/

I intend to add Crystal Camp and Mana Crystal card jpegs and soon as I can.
« Last Edit: January 12, 2011, 09:35:39 pm by gull2112 » Logged

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http://gullsbattleground.blogspot.com/
gull2112
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« Reply #1 on: December 19, 2011, 08:53:38 pm »

I have been working on this campaign system and have a rule I'd like some input on.

Escort Rule

Escort - An escort is a unit that has a General or Lieutenant attached, or is a Regicide unit. An escort is assigned for the duration of the battle and may not be changed.

An escort is always considered to be Direct Controlled.

A Direct Controlled escort may Final Rush, if it does become engaged it is considered to have the Close special order.

If an escort becomes engaged in the opponent's turn it may decide whether it is considered to have the Close Standing Order or the Hold Standing Order.

If an escort fails a rout test it does not rout, instead it suffers a number of wounds equal to the amount it failed the rout test by.

An escort tests for fear and terror normally.

If an escort is eliminated the General or Lieutenant is considered killed. If the General is killed and has no Lieutenant, he has lost the battle and the entire army is considerd to have turned tail and fled, abandoning any crystals it possesses. If a Lieutenant is present on the battlefield then he will become the General on the player's next active turn. This costs two command actions.

If a Lieutenant is killed while the General is still alive there is no effect.

Each army in a Crystal Campaign must have a General. The player may elect to reduce his Command Actions by one to include a Lieutenant in his army. Note the General's presence by writing "G" on the escort unit. Note the Lieutenants presence by writing "L" on its escort unit.

An army may include a regicide unit that will attempt to hunt down and destroy the enemy General. This is an escort unit that has an "R" written on it. A regicide unit must always have a Close Standing order with a unit objective of the enemy Leader's unit.
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gull2112
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« Reply #2 on: December 22, 2011, 09:19:59 pm »

In addition to the Escort Rules I also have some Prisoner Rules


Prisoners - When an engaged unit loses its last health box and is eliminated the opponent may mark off a box on the engaged unit to represent the troops detailed to guard the surrendering enemy troops and garrison them. If this causes the last wound box to be marked off on the garrisoning unit then it is eliminated, but the prisoners are still considered captured.


Mark the unit with a "P" to indicate that prisoners were taken. Units so marked are worth double the scenario victory points. In the campaign they are worth a campaign victory point.


Units that have no courage stat may not take, or be taken, prisoners.


 
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RushAss
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« Reply #3 on: January 10, 2012, 10:34:25 am »

How have I not noticed this before?  I like the prisoners rule, but maybe you should make an exception for the Undead.  Can you really take a bunch of Zombies prisoner?
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gull2112
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« Reply #4 on: January 10, 2012, 06:45:43 pm »

That would be most plausible, but it unbalances in favor of the Undead, who need no help. Here's how you can help me however, come up with a more plausible rationalization for taking Undead hostage, or even what that really is simulating when you "take them prisoners."
Right off the top of my head I'm thinking of weird necrophiliac propensities...Cold, dead, AND moving!

Necrophilia? That's been done to death!

Just saving you the trouble ignominy of posting THAT answer.
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gull2112
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« Reply #5 on: March 15, 2012, 09:43:34 pm »

Command control rule
This is a rule to simulate the proximitiy of the commander. I was asking myself today, why didn't medieval armies adopt the strategy that BG players adopt, the win one one flank before the other collapses plan? I assume it is for command and control reasons, if you are all the way over on one side you lose control of the other, to mitigate that and control the whole army most effectively, they set up shop mid army. To simulate this I developed this method:

Command actions and command cards now have different costs depending on the range from the G escort* unit or the L escort unit if the general is dead.
Apply the range penalties to command Actions. At long range add +1 to the cost and at extreme range add +2.
Similarily, when playing cards discard 1 card to play on units at long range and discard 2 for extreme range. If playing a card that effects multiple units the card gains the text: discard a card to affect units at long range and discard two cards to effect a unit at extreme range.
Long range = 7"-14"
Extreme range = over 14"

*Escort rules are previously posted.
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Niko White
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« Reply #6 on: March 22, 2012, 10:47:41 pm »


Taking undead prisoner -

Either you want to cleanse and bury them to reclaim their souls (or w/e) or you want to study them to try to learn how to dispel the necromantic control.
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gull2112
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« Reply #7 on: March 27, 2012, 06:44:52 pm »


Taking undead prisoner -

Either you want to cleanse and bury them to reclaim their souls (or w/e) or you want to study them to try to learn how to dispel the necromantic control.

Like!
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