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Battle Rules

Posted: Fri Dec 03, 2021 11:33 am
by admin
War

If you command legions, or militia, you can engage enemies. You will designate where you wish to march to, and then depending how far away that is, its likely a battle will develop if enemies are present.

Roman Legion Combat Effectiveness:
Militia: .04 per 200
Auxiliary Cavalry: .04 per 100
Socii: 2
New: 3
Veteran: (More than one Campaign) 4
Consular Legion: 5


Tribal Combat Effectiveness per 5,000: 1

Greek Combat Effectiveness per 5,000: 2

Seleucid Combat Effectiveness per 5,000: 2

* Depending on the opponent and battle, the enemy may be given more dice to account for special troops, terrain, morale, etc, and to make the battles fuzzier, so that the players cant know exactly how many dice the enemy gets before they even declare war.


Very simple, Each combat effectiveness number is a D20 die you get to roll.


Battle of Magnesia Example:

Roman Army:

4 x Socii Legions: 8
3 x New Legions: 9
Approx: 34,200 Infantry, 17 Dice
Traits: Military Gifted, Adjusted Dice +10% (+1.7 dice) rounded to 19 Dice.


Seleucid Army:

10 x Seleucid Units:
Approx: 50,000 Seleucids, 20 Dice


Roman: 19 Dice Roll = Total 164 ( A very bad roll by the way)
Seleucid: 20 Dice Roll = 199

Seleucid Victory

Re: Battle Rules

Posted: Wed Feb 23, 2022 5:33 pm
by Ass. Admin B
NEW COMBAT RULES AS OF 23-02-2022 / TURN 6.

Changes: Die are now D80 instead of D20, and combat units give less dice to compensate. Reasoning that D20 resulted in armies rolling too many dice and averaging the results out, making a certain number of troops effectively impossible to beat unless the opponents brings ginormous numbers. With larger dice and less of them, each individual roll is far more important.

Traits are slightly changed to accommodate the new rolls. They % will now apply directly to the combat roll result rather than try to add dice.

Militarily Gifted: +10% to combat roll result
The Civilizer - + 20% to to combat roll result against uncivilized powers. -20% to combat roll result against civilized powers

Roman Legion Base Combat Rating:
Militia: .01 per 200
Socii: 1
New: 1
Veteran: (More than one Campaign) 1
Consular Legion: 2

For ease of use, when something is noted as 1.25 (for an example), it can both be done as a D100 (D80+25=D100 roughly) or a D80+25%, though calculations should be the same across all numbers for that session (so either D100 or as a percentage)

ESTIMATES:
Tribal Combat Effectiveness per 5,000: 1
Greek Combat Effectiveness per 5,000: 1
Seleucid Combat Effectiveness per 5,000: 1.25

Battle is broken into phases, each with a roll.

Phase 0: Surprise, Normal, Ambush
D100 is rolled to determine combat parameters.

Modifiers: Possessing one or both of the military traits will change the chance of being ambushed down to 5% (so a roll between 0-5) while still retaining a 15% chance of ambushing.

0-15 - You are ambushed or otherwise fighting on extremely negative terms such as baggage issues, cut supply, or any number of negatives. Your overall combat effectiveness is 50%.
16-85 - You fight on even, normal terms with the enemy
86-100 - You get one over on the enemy and ambush him or otherwise draw his army on ground making it disadvantageous for him.

Phase 1: Skirmish

Modifiers:
Socii worth x 2 in this phase
New legion worth .5 in this phase
Tribal worth x 3 in this phase

If your roll is atleast 25% better than the enemy roll, you are considered a clear winner and receive a bonus to the main phase roll. Otherwise, if there is no clear winner, we move on with no changes.

Eg. Someone rolls a 400 vs someone who rolls a 320. 400 is 25% higher than 320. Therefore you have won this phase clearly.

Phase 2: Main Battle

Modifiers:
Socii worth .75 in this phase (1D60)
New legions worth 1.25 (1D100)
Veteran legions are worth 1.25
Consular legions are worth 1.25

Tribals are worth .85 (1D70)


Clear Winner of Skirmish: +15% to main combat roll result

The dice would be rolled and combat would proceed normally. To understand the modifiers, an example:

A consular legion fights tribals. Consular legion is worth 2D80, it rolls 100. Added onto this is 1.25, that is to say 25%. So it becomes 125.


Phase 3: Withdrawal from the battle

To determine whether the loser can withdraw from the battle successfully, it depends on the margin of victory by the winner. Different armies can accept different army losses without organizational disintegration. A hoplite force is more likely to stay on the campaign map than a hastily put together tribal army, and so on.

First however there is a critical failure roll. A d20 is rolled and 19 or 20 is considered a critical failure, army is effectively destroyed.

If the rolls are within percentage of:

Image

(My profuse thanks to the community, especially Hastati and Achilles for their continued feedback and ideas)