The
Maustrian War of SuccheesionStrategy
Rules
(Battles to be auto-resolved or fought using 2x2 Napoleonics https://www.rodvik.com/2by2/ with some modifications for scale, and my own changes here and there)
This set of
rules is meant to be the background game behind the hit youtube series “The
Maustrian War of Succheesion.” Link to channel: https://www.youtube.com/channel/UCoP9li9-bxU9d1M20-lVjMQ
Premise:
The idea is
that various players will act for the several nations (mainly two), and I will
fight out the battles and use the events to make the story for the channel. If
you want to participate, let me know!
The rules
are still in a small state of flux, even as the war has begun.
The Map:
The Map is
divided into Regions – circles on the map, joined by lines
Land
Regions can contain Cities & Fortress. Cities that border on the Sea also
act as Ports.
Sea Regions are just water.
Units in a
Land Region are either listed as being in the “Field” or in a specific location
– city or Fortress.
Land Regions
are either Loyal or Occupied. A Loyal region provides full economic
support to its side – an Occupied region “belongs” to another side but is
occupied by forces of another side. Occupied regions provide the occupier with less population
and cheese than a loyal region, and cities may only be used to produce Militia units. Occupied Regions will only become Loyal when ceded by the original owning power, usually as part of a peace treaty. Should the terms of the peace treaty be broken, the Regions will return to being "Occupied" at the GM's discretion.
Sea Regions
can have units from multiple Nations present without battle. A naval force in a region can enforce a "blockade" which will prevent powers with which they are at war tracing lines of supply, trade, and exchange through that region.
For Example: The Maustrians establish a blockade in Region 13. The Maustrians are at War with Crimsonia, so Crimsonia cannot send trade goods to a nation that would require a line of trade to be drawn through region 13 - like Dunbarra or Typ Lef Nazin. Nor can an army beyond this line be supplied, nor can cheese be sent to a place to aid diplomausy or as a gift.
Simultaneous Turn Order:
1. Gather income from cities
2. Pay Supply for Units in each Region
3. Spawn New Units and trade goods
4. Determine new city production
5. Exchange trade goods with other players, then cash for income.
6. Spend Cheese
7. Movement orders for Units
8. Resolve Battles, Sieges, Assaults
Diplomausy
Nations are either at War or Peace. Nations at War cannot have units in the same region without fighting (unless in a Fortress, etc). Nations may also be a part of a trading pact, whereby they only trade with other nations in the same pact.
To influence a Nation to join a war or end one, simply indicate in your orders that you are attempting diplomausy. You can choose to increase your chance of success by sending Cheese to bribe, etc. Dice are rolled, and results will be revealed.
Edamnomics
Population
– Food – Agriculture – more food means more units can be supported. A Nation
can only have a number of units equal to SIX times the number of land regions
controlled, plus TWO for each Occupied Region.
Cities –
Industry – the only area where units can be built – ships only built in ports.
Cities can either build units or trade goods.
Currency –
Cheese – Denoted as C. Cheese is used to guarantee supply to units in the
field, as well as construct defenses. Each city produces 1 Cheese per turn. Trade
Goods cashed in the nation that built them provide 1 Cheese, those cashed in
another nation are worth 2 Cheese.
Units –
To build a unit you must have a City to build it in and enough Food / Population limit. Units take a certain number of turns to construct. A City may only build one unit at at time. (Fortifications are not units).
Militia (1)
Infantry (2)
Light Infantry (3)
Guard Infantry (3)
Cavalry (3)
Heavy Cavalry (3)
Artillery (3)
Siege Artillery (5)
Frigate (2)
– Ship
Galleon (5) – Ship
General +
HQ (4) (Generals are not units – they don’t count towards Population or Supply costs)
Trade
Instead of
producing a unit, a City may instead produce a Trade Good. It takes one turn to
produce a trade good.
Trade goods
may be exchanged with other sides, then cashed in. You may cash in as many trade goods as cities you currently control. For each of your own trade
goods you cash in, gain 1 Cheese. For each of another side’s trade goods you
cash in, gain 2 Cheese.
Nations can
trade if they have a shared border of regions, including sea regions. Trade can
pass through any Sea Region that does not contain a unit belonging to a Nation
with whom you are at war. {I might add something in here about rolling a d6 to
intercept trade, but that seems overly complicated}
Supply
Units must
be supplied each turn. The more units in a region the more strain is placed on
the local logistics, making it more expensive.
Supply
costs per region:
UNITS |
COST |
0 |
0 |
1 |
0.1 |
2 |
0.2 |
3 |
0.5 |
4 |
1 |
5 or 6 |
2 |
7 or 8 |
3 |
9 or 10 |
4.5 |
11 or 12 |
6 |
13 to 16 |
10 |
17 to 20 |
15 |
21 to 24 |
21 |
25 to 28 |
28 |
To be able
to be supplied, the region must be connected to the capital of the nation
through a series of loyal or occupied regions, including sea regions.
An army
that cannot be supplied must roll 1d6 per unit. On a 5 or 6 that unit is
immediately disbanded and removed from the map.
A garrison
in a Fortification that is under siege does not need to be supplied – they
consume prepared stores.
Allied forces in the same region must be supplied together as one force. How the costs are divided between the various players will need to be worked out between them.
Fortifications
Land Units may
be assigned to construct fortifications. It costs 1 Cheese per unit to establish one level of defence. Additional levels may be constructed each turn to a maximum
of level 6. Costs are in addition to normal supply. Defence Levels may not be
increased if the Fortification is under siege. If multiple units construct
defences in a single region, orders must state if they are building a single or
multiple Fortifications. A Fortification that does not have its full garrison
number of units will degrade one defence level per turn. Sea Units may not be a part of a Fort's garrison, but if in a port protected by such a Fort they would not be destroyed or engaged in battle unless the Fort should fall.
A
Fortification will have the following notation: Fortress NAME, X / Y (where X
is the number of units the fortification is designed to hold, and Y is the
defence level).
For
Example: Two units in a region are ordered to construct a single fortress. This
will cost 2 Cheese. After one turn its notation will be 2/1. Each turn the fortress
has two units present, its defence level remains the same. If it ever has less
than two units, its defence level will drop by 1. If the defence level drops to
0, the fortress is no longer defensible, and the garrison will surrender if
under siege, or simply revert to the friendly field army in that region.
To expand a fortress to accommodate a larger garrison, you may not spend more cheese than units that will be in the garrison. Multiply the old X by Y (garrison by level) and add any new cheese. This total should then be divided to make the new X by Y.
For Example: A 2/4 fortress needs to be expanded to accommodate 3 units. 2 x 4 = 8. The player can spend 1 cheese to turn this into a 3/3 fortress (8+1=9=3x3). A 1/6 Fort can be turned into a 2/3 Fort, or a 3/2 Fort, or a 6/1 Fort for no cost.
Movement
Players
will submit orders for their forces, which will be resolved simultaneously.
Land Units may move up to THREE regions per turn but end their movement upon
entering a region with an enemy unit present, even if under siege.
Sea units
may move up to FIVE regions per turn, and transport land units. Frigates
transport one unit each, and Galleons may transport two. Units can only be
loaded or unloaded in port cities. If landing in a Port City guarded by an
enemy Fortification, an “Assault” battle must be fought – ships can be taken as
casualties as required.
Weather
Each season
will have different weather effects for different areas of the map - the northern regions (001 to 074) are warmer, the Souther (075 to 118) are cooler. Heat, Rain,
Storms, Snow, etc. Campaigning in Winter in the South will be more difficult, and campaigning in the north in Summer more difficult.
Siege and Assault
Units that
start a turn in a region may be assigned to lay siege or assault enemy
Fortifications. Forces that are attacked by an enemy field army while laying
siege will be at a severe disadvantage. The attacking force will roll two d6
for each unit to determine Tactical Points. A force assigned to a siege would
normally be protected by an army in the field.
Siege
A force
assigned to siege a City or Fortress will roll a single D6 and add the
difference in artillery numbers, counting siege Artillery as +2. Any score of a
6 or more will reduce the defence level of the City or Fortress by 2. Any other
result reduces it by 1.
Once the
Defence level of the City or Fortress reaches 0, the garrison will
automatically surrender.
For Example: Fort Delay 2/4. Two units
defend the Fort – one of artillery, and one of Guard Infantry. A force sent to
lay siege to the fort has two units of artillery, one of them siege artillery.
The attacker rolls a d6 and adds +2 (+1 for artillery, +2 for Siege artillery,
-1 for enemy artillery). The roll is 4 + 2 = 6, so the Fort’s defence level is
reduced by 2. Had the attacker rolled a 3 or less, the Fort’s defence level
would have reduced by 1 (this represents the defenders eating supplies, sap to
morale, etc).
Assault
Rather than
lay siege to a Fortification, a Force can Assault, attempting to destroy the garrison.
All of the defending force must be destroyed for the assault to succeed.
Calculate
the battle as if it were a field battle, but do not count Heavy or Cavalry advantages (only Militia, Light Infantry, Guard, Artillery, and
Generals Present). If the assaulting party wins the assault they can increase
the Casualty Level to 100% to guarantee victory (see combat below).
After an
assault, reduce the defence level of the fortification by 1.
For
Example: Fort Delay 2/4. Two units defend the Fort – one of artillery, and one
of Guard Infantry. Rather than lay siege, the attacker decides to assault. A
battle is calculated using the rules outlined below. The attacker may increase
the casualty rate to 100% as long as they do not lose all their units in the assault.
If all the defenders are eliminated, the Fortress is reduced by 1 defence
levels and may be garrisoned by the attacker. If some of the defenders survive
the battle, reduce the defence levels by 1. (this needs some more work I think)
Auto-Calculated
Combat
Armies meet
–
Roll 1 d6
per unit present (or for every six units just count 1 POINT and roll for any
remainders). For every Galleon roll one additional d6.
Each roll
of 1 is a TACTICAL POINT (TP).
Then add
extra TACTICAL POINTS (TPs):
The side
with less Militia +1, More Light Infantry +1, More Guards +1, More Cavalry +1, More Heavy Cavalry +1, More Artillery (siege or field) +1, General
Present +1 (for sea Battles More Frigates +1, More Galleons +1).
Both sides
total their TPs. The side with the larger number is the victor. If a tie, roll
off to give one side an additional TP.
If a side
scored zero TP, add one to both sides.
The Victor
rolls 1d6 to determine casualty level. The number may be increased by 1 for
each TP the victor is willing to spend.
Result: 1 – 15%, 2 – 20%, 3 – 25%, 4 – 30%, 5 – 35%, 6 - 40%, 7 – 50%, 8
– 60% 9 – 75%, 10 – 100%
The victor
may spend as many TP as they wish to increase the casualty rate by one level
per success spent. An attacker may spend more TPs than they started with – but
must give one to the defender for each additional TP so spent.
The
defeated side must remove units from their army equal to the casualty rate
multiplied by the number of units in the army, rounded down to the nearest
whole number.
For example – an army of 10 units is defeated and rolls a 3. 25% of the
units are destroyed, (.25 x 10 = 2.5) 2 units.
Divide the
defeated side’s TP by the victor’s remaining TP to give a casualty ratio. For
each defeated side unit removed, the victor must remove a number in accord with
the casualty ratio, rounded down.
For
example, The Victor scored 4 TPs, and the defeated scored 2. The casualty rate
is 2/4 = 0.5. For each unit that the defeated army removes, the Victor removes
0.5. If the Defeated player removed 5 units, the Victor would remove 2.5
(rounded down to 2).
If the
Victor had spent TPs to increase the casualty rate, they might end up with
fewer successes than their opponent and take more units as casualties.
Exception: the attacker cannot so increase the casualty rate to result in the
total destruction of their own force.
When
removing Casualties, Militia count as one half unit – so two Militia must be
removed in place of one other unit.
No kind of
unit can be taken as a type of casualty twice in a row (unless there are no
other options). For example, an army that takes 3 casualties can only take the
first and third as Line infantry – the second casualty must be another kind of
unit if possible. A force that lost 7 units could only take 4 of them as Line
Infantry.
The same
applies to Naval battles – Frigates may not be taken as a type of casualty
twice in a row unless there is no other option.
Example Battle:
The Red
Army has 3 Militia, 4 Line Infantry, 1 Guard, 2 Heavy Cavalry, and 1 Artillery,
and a General (11 units + General).
The Blue
Army has 1 Militia, 7 Line Infantry, 1 Light Infantry, 1 Cavalry, 1 Heavy
Cavalry, and 2 Artillery, and a General (13 units + General).
Red will
roll 11d6 to score successes (rolls of 1) and gets 1.
Blue will
roll13d6 to score successes and gets 1 (not great rolling here).
Red has an
advantage in Guards and Heavy Cav, and has a General Present, resulting in 4
total “successes”.
Blue has
few Militia, advantage in Light Infantry, Cavalry, and Artillery. With the
General present, Blue has 6 total successes.
Blue has
won the battle and is Victor. Red is defeated.
Blue rolls
a d6 to see what the casualty level will be: a roll of 5 means that Red will
take 35% of its units in casualties. Blue decides that this is too low and
spends 1 success to increase the casualty rate to 6 – 40%.
Red takes
40% of its 11 units as casualties = they will lose 4 units.
To
determine Blue’s casualties, establish the casualty ratio. Red has 4 successes,
divided by Blue’s now 5 successes (they spent one to increase the casualty
level). 4/5 = 0.8, so Blue will lose 0.8 units for every unit that Red lost – 4
x 0.8 = 3.2, so Blue loses 3 units.
Red chooses
4 casualties – a line Infantry, 2 militia (count as 1 unit), another line
infantry. The fourth loss cannot be another Line Infantry, and there are not
enough militia to count as a full unit, so Red will have to lose something else
– they choose to lose 1 Heavy Cavalry.
Blue
chooses 3 casualties – a line Infantry, a Cavalry, and another line
Infantry.
Red is
defeated and will have to retreat. Armies in the field must retreat to a
friendly adjacent territory next turn. If unable to retreat, they are
destroyed.
Forces in a
garrison (City or Fortress) cannot retreat and remain in place. They have
withstood the assault and will continue to fight in the same location next
turn. The defence value of the garrison is reduced by 1.
What else do I need to include? I think I’ve covered most things. If anything is unclear let me know.
No comments:
Post a Comment