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urhb:mechanisms [2018/01/10 16:19] marcs [Economics] |
urhb:mechanisms [2018/01/15 11:40] (current) marcs [Tactical turns] |
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^ Phase ^ Time ^ Description ^ Location | ^ Phase ^ Time ^ Description ^ Location | ||
- | | 1 | 0-10 | Administration | + | | 1 | 0-10 | Administration |
- | | 1 | 0-10 | Magic | Magic table | Magic results are determined| | + | | 1 | 0-10 | Magic | Magic table | Magic results are determined | |
- | | 2 | 10-20 | Movement | + | | 2 | 10-20 | Movement |
| 2 | 10-14 | Raids (d) | Map | Raid events are played | | | 2 | 10-14 | Raids (d) | Map | Raid events are played | | ||
| 3 | 14-15 | Trebuchet (d) | Map | | | | 3 | 14-15 | Trebuchet (d) | Map | | | ||
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=== Movement during strategic turns === | === Movement during strategic turns === | ||
- | Since movement in a strategic turn covers a whole week, you would be able to march all over the central map. Note that trebuchets cannot shoot while on the move. | + | Since movement in a strategic turn covers a whole week, you would be able to march all over the central map. Note that trebuchets cannot shoot while on the move. If you want to move troops onto the central map, you should inform the map umpires before doing so. A large force that is within an hour distance can be spotted by scouts. This rule holds for all parties wanting to move onto the central map. |
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* During the tactical turn, **3 combat rounds** takes place. Combat may happen everywhere on the City map. | * During the tactical turn, **3 combat rounds** takes place. Combat may happen everywhere on the City map. | ||
- | The Prince of Darkness decides when a tactical turn should start by ordering his troops to storm the walls of the City. If he does so, it will be announced, as every wall militia can easily see the preparation of troops for battle. At the next turn or turns he may decide to start another tactical turn, if the previous one was not sufficient enough for storming the walls. At the moment that he decides that tactical turns should stop, the remainder of the upcoming strategic turn is played. | + | The Prince of Darkness decides when a tactical turn should start by ordering his troops to storm the walls of the City. If he does so, he must inform the map umpires during the administration phase of a turn, as it will be announced: every wall militia can easily see the preparation of troops for battle. At the next turn or turns he may decide to start another tactical turn, if the previous one was not sufficient enough for storming the walls. At the moment that he decides that tactical turns should stop, the remainder of the upcoming strategic turn is played. |
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+ | Note that it is possible that the Prince of Darkness initiates a first tactical turn and that other parties intend to march onto the central map at the same moment: the map umpires will then judge the actual situation. | ||
We introduced this concept of strategic and tactical turns because in medieval times, siege could continue for weeks (or even months) in a row. However, when an enemy committed his troops to fighting on the walls, battles usually finished in a couple of hours. | We introduced this concept of strategic and tactical turns because in medieval times, siege could continue for weeks (or even months) in a row. However, when an enemy committed his troops to fighting on the walls, battles usually finished in a couple of hours. | ||
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First, the attacker places a stack/ | First, the attacker places a stack/ | ||
- | These tokens represent a stack of troops between 1 and 8 (not more, this is the **stacking limit**) | + | These tokens represent a stack of troops between 1 and 8 units. For **open** combats we have a **stacking limit** of **8** units on either side. For combats to **storm** |
Next, the defender places his commitments while he distributes his troops over the locations, he wants to defend. | Next, the defender places his commitments while he distributes his troops over the locations, he wants to defend. | ||
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==== Diplomatic missions and when they go wrong ==== | ==== Diplomatic missions and when they go wrong ==== | ||
- | A lot of the game is about people engaging in diplomatic negotiations. There are no specific rules for adjucating | + | A lot of the game is about people engaging in diplomatic negotiations. There are no specific rules for adjudicating |
* I. Diplomacy only takes place if everybody involved can actually meet each other. There is a war going on. It should be clear at all times where the meeting is, who is involved and how they all got there. | * I. Diplomacy only takes place if everybody involved can actually meet each other. There is a war going on. It should be clear at all times where the meeting is, who is involved and how they all got there. |