Battle for Upper Middle Lower Earthlike Place

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Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 6:16 pm

In light of the diplomacy nightmare I am offering an alternative to get your war machine rocks off. this is a game I'm making up and will adjudicate.

Behold the Battle for Upper Middle Lower Earth like Place!
Players (2-4 teams)
Map:
https://docs.google.com/drawings/d/1cU4 ... sp=sharing

How to play:
On the map you will see different regions each given a name I made up on the fly and probably not well thought out. I stole Neep from Holy Grail. In four regions you will see colored circles. These represent the 4 capitols of Kingdoms fighting for power in Upper Middle Lower Earthlike Place. The object of the game is to capture and hold 3 of those circles.

The Rectangles of a similar color to the capitols are armies. They stack, can be split as needed like in risk. The Triangles are navies. They stack and can be split like in risk. Not shown are forts. They will be colored stars, they are not mobile, and only provide defensive bonuses. More on that later.

How Turns work. All turns are simultaneous.

Step one: Spend money and deploy units.

Based on your treasury level you will have an amount of money to spend. You can elect not to spend money and keep if you like. Units can be purchased for the following amounts:
Armies- 1 Gold
Navies - 2 Gold
Forts- 5 Gold
Units must be deployed in the capitol or a fortified zone. Forts can only be built where there is currently a unit.

Step Two: Movement
Armies can move 1 zone unless being carried by a navy.
Navies can move 3 zones. Navies can carry up to three armies. In order to carry an army the navy must start and end it's turn on land. Example: A navy in Junis could pick up 3 armies and move to Zodiac Bay (1), then to the Baxt sea (2) then drop them off in Astra(3). The armies must land in a zone that is unoccupied by hostile forces. If you or a confirmed public ally is there, you can land there. You cannot land where there is an enemy unit.

Step Three combat:
In the event that movement puts two hostile units in the same zone. (either a deliberate attack, or by accident) The armies will be informed and conflict resolution will commence. Conflict resolution options: Concede the zone or fight.

Concede: The army or navy will not engage in combat and go to the last safe zone they were in. In the event that the unit in question is a navy convoying armies they armies will be dropped off at a safe land zone. If there are no safe land zones, the armies stay on the boat going into next year.

Combat:
For each unit fighting in a zone the owner will publicly roll 1d6 using Tak's wonderful dice mod. The goal is to have high numbers. If a fort is in play the defending player may add +1 to all his rolls.
Attacking armies rolling a 5 or 6 get a kill of the defending armies.
Defending armies must roll a 4, 5, or 6.

Attacking Navies must roll a 4,5, or 6
Defending Navies must roll a 4,5, or 6

A player will then decide which of his units were destroyed.

Special Navy rule: If the attacking army has naval support they can negate the fort bonus by doing shelling. For each navy in an adjacent water zone the attacker will roll 1d6. If any navy hits a 6 the fort bonus is negated for this turn. Those navies do not provide any additional combat support. If those navies are themselves engaged in a water battle they cannot be used for water support.

Retreat. At any point during the battle(after a round of die rolling) a country may elect to retreat if there is a friendly or unoccupied zone capable of retreating to. That will end the combat and the units will be moved. Navies can retreat from a land zone to another land zone provided they share a coast. Example a navy fighting in Olk cannot retreat to Neep, but can retreat to Perst or Lystra.

Upon capturing a zone with a fort, that fort is destroyed. If the player or team wishes they can elect to build a new fort at the next appropriate phase.



Step Four: Taxation and Negotiation
During this phase players receive 1 gold for every land territory they control. Capitols controlled provide a bonus of 5 gold. Receive 1 additional gold per fort. Players who do not control their home capitol cannot receive tax funds (though are not eliminated until all military units are gone).

Players may form alliances during this phase. An alliance is a publicly recognized treaty lasting 3 full turns starting the next turn after the treaty is announced. During the treaty, and combat orders against allies will be ignored and not processed. Co-occupation of zones is permitted. If two allies jointly capture a zone they must designate an owner as part of the movement phase. Allies can convoy each other's armies. On the Taxation/negotiation phase of the last turn of the alliance all armies and navies must retreat to the nearest zone they control if the treaty is not being renewed. If one is not possible, the units will be destroyed unless the treaty is renewed.

In the event a country has two allies who are at war, that country's units may occupy zones in dispute but may not participate in combat or convoy troops into the zone for either party.

Gold. military units, territory, and forts are nontransferable.

-------------------------
Each country can have multiple rulers Example Reese and Dood can co-rule Junis and orders from either will be considered valid. In the event that conflicting orders are submitted, I will process the first received.

Would people be interested in playing this game?
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 6:35 pm

PS this is a rough draft of a game, so I reserve to make up rules if someone finds a game breaking tactic.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Jimer Lins » Wed Jul 09, 2014 6:49 pm

Sounds/looks like fun!
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Wed Jul 09, 2014 7:12 pm

1. If two armies move into the same region and do comabt, how is the defender determined?
2. "If a fort is in play the defending player may add +1 to all his rolls" to be clear does that mean the fort is in the region being defended or any fort in play that belongs to the defending player?
3. Are we allowed to keep armies on the boat even if there is an unoccupied region to land or is that only when there are no safe land zones
4. "Special Navy Rule": So does this allow the Navy in Baxt sea to support combat in Frot, Carg, Astra and Borl?
5. "Retreat": Can navies retreat to sea zones?
6. "Units must be deployed in the capitol or a fortified zone." Does that literally mean a zone with a fort?
7. Is there anyway we could take over a captured fort as opposed to destroying it? Possibly with a cost that was slightly less than the full 5gold?
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Wed Jul 09, 2014 7:13 pm

8. how can I backstab dood?
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Staris » Wed Jul 09, 2014 7:41 pm

I am assuming no but figured I would ask, can more then one fort be placed in a region? If yes I would assume each fort would give 1 gold during the tax phase, only 1 fort can be built in a region at a time, and wouldn't up the +1 roll for the defence merely padding the number of successful ship bombardments required to negate the fort bonus.

Example: a region has 2 forts so would require the offence to roll two successful bombardments to negate the +1 the defence gets.

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 7:44 pm

Whiteness wrote:1. If two armies move into the same region and do comabt, how is the defender determined?
2. "If a fort is in play the defending player may add +1 to all his rolls" to be clear does that mean the fort is in the region being defended or any fort in play that belongs to the defending player?
3. Are we allowed to keep armies on the boat even if there is an unoccupied region to land or is that only when there are no safe land zones
4. "Special Navy Rule": So does this allow the Navy in Baxt sea to support combat in Frot, Carg, Astra and Borl?
5. "Retreat": Can navies retreat to sea zones?
6. "Units must be deployed in the capitol or a fortified zone." Does that literally mean a zone with a fort?
7. Is there anyway we could take over a captured fort as opposed to destroying it? Possibly with a cost that was slightly less than the full 5gold?
I meant to clarify this as I went thanks for asking.

1. Two armies/navies move to unoccupied territory (land rush scenario) both are considered attackers. (the higher threshold for making kills)
2. Fort is SPECIFIC to the zone in combat. A fort in Neep will not help you defend Olk.
3. Armies stay on the boat ONLY when there is no place to land.
4. Yes. The sea zone can provide support to any zone it is adjacent to so your example would be true. However if Zodiac bay attacked Baxt when you were trying to do support shelling that would be cut.
5. Navies can retreat to sea zones.
6. Yes you can onl build in your capitol or in a zone where you build a fort.
7. No. If you capture a zone with a fort, that fort is destroyed and you need to build a new one.
8. Where there is a will there is a way.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Wed Jul 09, 2014 7:46 pm

I'm in!
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 7:46 pm

Staris wrote:I am assuming no but figured I would ask, can more then one fort be placed in a region? If yes I would assume each fort would give 1 gold during the tax phase, only 1 fort can be built in a region at a time, and wouldn't up the +1 roll for the defence merely padding the number of successful ship bombardments required to negate the fort bonus.

Example: a region has 2 forts so would require the offence to roll two successful bombardments to negate the +1 the defence gets.
The limit is currently 1 fort per region. So the tax bonus is 1 extra gold, you get the building option and your defenders get +1 to rolls.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 7:47 pm

Current signups:
Jimer
Whiteness
Dood

(if you want to be partnered up with someone you both need to let me know, also if you have a startign country preference let me know, otherwise it will be randomly assigned)
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Dood » Wed Jul 09, 2014 7:54 pm

I'll bite.
fFormerly fknown as fDood.

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 7:56 pm

To illustrate combat.

Dood attacks whitey with 4 armies and 1 navy. Whitey has 2armie and 1 navy. There is no fort.

Combat starts
Dood rolls for his armies (1,3,2,5) and his navy (2)
Whitey rolls for his armies (4, 1) and his navy (6)

Dood got 1 hit (army which rolled 5)
Whitey got 2 hits (army rolling 4, and navy rolling 6)

Whitey and dood choose among their units which are removed
Dood looses 2 armies. Whitey chooses to lose 1 army)

Option to retreat, if no go back to rolling.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 8:02 pm

@Starel are you in?
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Battle for Upper Middle Lower Earthlike Place

Post by Staris » Wed Jul 09, 2014 8:46 pm

I better not this round, week and half away from my youngest sisters wedding on the 19th so my free time will be sporadic at best, I could joint rule but even that will be pretty limited.

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Wed Jul 09, 2014 10:16 pm

For RP purposes let's say the genre is mid-renaissance.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Bulwark » Thu Jul 10, 2014 3:01 am

Is bumlep the appropriate abbreviation for Battle for Upper Middle Lower Earthlike Place?

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 3:29 am

BaFoUpMiLoEaPl is the preferred abbreviation.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Whiteness » Thu Jul 10, 2014 2:18 pm

Blackferne wrote:BaFoUpMiLoEaPl is the preferred abbreviation.
I think you need to cut some of that out.

BAFULOE
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 3:47 pm

If I don't get a fourth today I'll just set the fourth country to passive and start it up.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Reese » Thu Jul 10, 2014 5:18 pm

Lord Jareth of Tightpantsia has entered the fray and will be securing his seat as rightful ruler and heir to the throne of Upper Middle Lower Earth like Place.

All bow before the majestic Bulge of Tightpantsia

Image


Lord Jareth of Tightpantsia - Keeper of the Bulge, Controller of Control Top Spandex, Master of the Bedroom Sexy Times, Uncle of Dragons
This... I Command!

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 5:24 pm

Okay we have Four.

Reese playing as Lord Jareth of the Tightpantsia Empire.
Dood playing
Jimer playing
Whitey playing

To assign starting Capitols I shall do the following.
I will roll twenty sided die for each of you. Highest gets Borl, second gets Mortaus, third gets Perst, and fourth gets Junis. (clockwise basically)

Reese aka Lord Jareth of Tightpantsia
[dice]1d20[/dice]
Dood
[dice]1d20[/dice]
Jimer
[dice]1d20[/dice]
Whitey
[dice]1d20[/dice]
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 5:25 pm

Try that again in Cargo bay:
Reese aka Lord Jareth of Tightpantsia
[dice]0[/dice]
Dood
[dice]1[/dice]
Jimer
[dice]2[/dice]
Whitey
[dice]3[/dice]
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 5:28 pm

Okay country assignments:

Lord Jareth of Tightpantsia commands the Capitol of Borl.
Whitey Commands Mortaus
Dood commands Perst
And Frank N. Furter of Franklandia gets the Capitol of Junis.

Game on.

Year 1 phase 1. Spend and build units. You all have no money so no builds. Onto Phase 2/
Year 1 phase 2: Moves. Please PM me your move orders. Rectangles are armies, triangles are navies. See rules for specifics.
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Re: Battle for Upper Middle Lower Earthlike Place

Post by Jimer Lins » Thu Jul 10, 2014 5:30 pm

Can you define "control" for me in terms of taxation? What does it mean to control a region?
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: Battle for Upper Middle Lower Earthlike Place

Post by Blackferne » Thu Jul 10, 2014 5:32 pm

Jimer Lins wrote:Can you define "control" for me in terms of taxation? What does it mean to control a region?
Currently you all control one zone (where teh capital is. As you move through zones you will gain control (provided it is not an ally's zone). You will maintain control of a zone (even if you have no units there) as long as you were the last power to have an active unit there. think like Axis and Allies.
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