ADD and not the RPG kind

Imagine. Too much information. I know understand more than ever before how battle lines are arranged and how byzantines deploy their troops.

The image of a Strategos exhorting his men: "Show these Barbarians how Romans wage War!". Then the image of blocks of men moving like chess pieces into formation. Some moving quickly and disorganized carrying axes and swords. While those behind them, move in a solid formations, shields overlaping and pikes forward.

Then like a soccer game, the flankers move quickly into position (waiting to receive the "ball") and skirmishers begin their suppressive fire (bringing the ball up). Enemies have the same positions, forwards, defenders, strikers, flankers etc. etc. all intercepting and attacking the most vulnerable unit.

Generals only make only two or three moves, everything else is left to the soldier's training, as units try to react appropriately against feints, shock tactics, and outmaneuvers. Like any game we have played long enough, we know immediately when were losing at the slightest hint.

Cavalry pouncing on battle lines, hoping to break through it and route the men. Soldiers, out of fear, desperation, discipline or unlikely valor hold their spears up to ward horses who struggle against instinct and rider. Like a game of chicken, the first sign of weakness is what determines success.

Same goes for assault troops (which in civilization 4 = axemen). They move into position and wait for a sign of weakness, which the skirmishers (in civ4 = archers, horsearchers and longbowmen) provide as they lay down suppressive fire. Then comes light and heavy infantry (spearmen and swordsmen) holding the center of the army as both defense and a slow armored heavy offense.

I can actually make a simple card game out of it. Each unit card represents a Hekaton aka Century of men. default stats from the basic units: Skirmishers, Assault, Light, Heavy, and Cavalry versions of those types. An almost rock-paper-scissors relationship.

Laid out on a table in an easy to understand manner, there are nine positions the same way there nine basic soccer positions (except for the goalie). Each position determines how much each unit can affect those of the opposing armies position. The way only strikers are the only ones who can move forward and deal with defensive units (the rearmost 3 positions), how middle units can both attack (sacrificing defense) and move to more forward positions, and how the defensive positions can move forward as well thinning the defensive line and lower the chance of protecting against.

Players basically take turns shifting their strengths between all nine positions (imagine a 3x3 grid). The objective is to break into the rearmost positions and take advantage of the large bonuses it grants them to destroy these units.

As units get destroyed, morale waivers and eventually fails. Players have special and limited cards to represent special talents, conditions, training that allows them conditional bonuses. But most of the time, units clashes are settled by a an opposed roll.

Special rules on terrain and objectives apply to these battles as there are many different victory conditions available.

An extension of the game is the political aspect, where players also take the role of powerful patricians or equestrians who have a lot of political clout. They collect holdings in the form of towns and villages, organizations and industries (mining, weaving, shipping, lumber etc. etc.). These resources, like any other CG, are accumulated to fund either a military, economic or political advantage. Like resources special individuals are also collected, as there are "unnamed " individuals with basic abilties, as there are special named individuals with exceptional abilities.

I like making games open sourced with the option to buy a high quality version of everything. Its cheap as you either buy the cards made to order, or print them out yourself. Some rules to make customized characters using GURPS as to tailor certain abilities and talents. Of course there is a limit to only one or probably 2 custom characters per deck.

the derailing Idea is why i titled it ADD.








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