Getting it out of My system.


Objective.
The Card Game is supposed to replace the old mass combat system. It has less tables, less ambiguous, provides more options for the players and allows them to make real tactical decisions.

Using the same GURPS rules in a different format allows for an alternate style of play in the same category where Dungeon Crawls are part of. Adventures centered on mass combat provide an organized and controlled environment where players can use typically overlooked set of abilities and set a different tone for the game no one in the industry has attempted.



Why is GURPS important part of the Card Game
?
Units and Leaders are created with the GURPS system. Their attributes, skills and abilities translate to the card game allowing for a balanced customized unit and leader creation.

Leaders created in this way have some minimum requirements in order to lead an army or a unit. Generals or Warlords have many social advantage requirements, such as large amounts of status and wealth, in order to afford and support the army. So its up to the player to balance between the General's Abilities and the Quality of his army.

How is it useful for my GURPS game? Besides the General, Highly Skilled Leaders can be controlled by other players or only by the players (when the generals are NPCs). The advantage of this is initiative, because of the nature of how commands travel in ancient warfare units with a very skilled leaders act before their generals which allows players to take initiative and perform their own heroic or glorious actions. The only drawback is that, the general may not be able to support or coordinate with them.

Game Time. The game should be fast, allowing players to play out a battle of legions (3000 per side) in less than an hour or two. This would allow the players to play multiple battles in the course of game session or to top of the evening with a climactic battle.

The Project.
The default of the card game will be centered on the Strategikon and the Vegetius's Work. It will feature a number of common and standard units found in most of the armies of that era. Examples: Clibanarii, Cataphracti, Sagitarii Equites, etc. etc.



What do you need?
Cards to write or print on.
Paper or Character Sheets for Leaders or Generals.
Tokens
Dice

How does it work? (rough outline)

Imagine a 3x3 set of boxes, like the one used in ticktacktoe. The top most row of boxes are called the Front Line, divided into three: the Left Flank, Right Flank and the Center. The middle row of boxes are called the Defensive Line, divided into the: Left Flank, Right Flank and the Center. The last and bottom row of boxes are called the Rear Line, divided into: the Left Flank, Right Flank and Headquarters (which is the center).

The Players assign units in each imaginary box, they don't need to actually draw these boxes because of the relative position of the cards from one another makes it clear. Each Row or “Line”, in game terms, determines what actions are allowed for the units within it.

Those in the Front Line may maneuver to attack those in the defensive and rear line. They may also choose to support the attack of an adjacent unit in the same line, abandoning its previous position. To join the unit they wish to support. Opposing players face each other and interact with their opposite boxes. Example would be Forward Right flank of one player is free to engage the center and Left flank of the opposing defensive line or the Center (HQ) and Left flank of the opposing rear line.

When a Opponent's front line unit is trying to maneuver through the Defensive Line they can be intercepted by waiting units in theline. Otherwise if there are no units in the defensive line between the attacking unit and the rear line they are free to attack the rear line directly.

An opponent can occupy the defensive or rear positions of the opposing army when there are no units left in it. This gives them bonuses to attack vulnerable adjacent positions.

The Defensive line can support units who are adjacent to them on the same and rear line. They can intercept any maneuvers that are targeting any adjacent unit on the same or rear line. When they intercept these units they are forced to engage the interceptors in the interceptor's position. It takes a maneuver for a unit to leave the defensive line and join the front line. It also takes a maneuver for a unit of the rear line to move to the defensive line.

The Rear line consists of Reserved troops and the army Head Quarters, or HQ for short. The objective of the game is to capture the HQ. The Rear Line is vulnerable as units routed or destroyed here leave the game and once the units defending the HQ has been defeated the game has ended. The Head Quarters can contain any valuable objects to the army. If the General is actively leading the units, it could contain his baggage train and/or warchest.

Units represent the smallest possible effective groupings of an army. They can be as small as 20 men (4x5) or as large as 100 men (10x10). They have a strength equal to the half the square of the number of men with significant modifiers depending on their equipment, experience and training.

Once units are organized (the card is created), you cannot further divide them. This is because, as stated before, this is the smallest effective grouping for the army. Any further division is limited by the number of available leaders to take charge, the units training and its morale.

Naturally, units can combine in the midst of the battle to support a weakened unit or to add force to an already strong one. There are limitations to the combinations and the possibility of a failed cohesiveness. Use the same formula for creating units.

In the course of the Card Game, players take turns. A turn allows them to maneuver their units into position. There is only one action for every unit. When a unit performs an action, the card is turned on its side to keep track of which cards have acted. Cards which haven't acted stay upright, like those usually in the defensive line, which are free to react in the turn of the opposing player.

Before the end of the turn, each maneuver is resolved. In the resolution special Maneuvers and engagements are resolved with a contest of skills with a number of modifiers depending on the circumstance. The effects are immediate and the suffering player may only act on it on his next turn.

So if a player's army is routed, on his next turn he will have to spend his only action in that turn rallying his troops.



Other Details
.
Losses. Use tokens to represent 5% losses. Recalculate unit strength based on the losses. You may want to use a post-it note, a pencil to mark this down or write down pre-calculated values in the back of the card.

Ranged Attacks. Units can only make ranged attacks against units in an adjacent position of an adjacent line. Range attacks are weak but one-sided engagements. Depending on the skill or equipment of the Ranged attacker they can have multiple attacks or a fast attack before engaging.

Movement. A move of 3,4 or 5 is a big difference. Units with Movement advantages add this difference to the tactics rolls of their leader between infantries unless the slower opponent was reacting in their defensive line.

Cavalry. Cavalry has an extra position based maneuver if they are only trying to change position as well the same tactical advantage movement affords their leader.

Unit Traits. Certain traits are assigned given the average or lowest skill competency or unit attribute.

Assault. These units are inflict more losses.

Defensive. These units are more skilled in defensive formation negating advantages or gain advantages vs certain attacks or units.

Light. Default equipment setting.

Medium. These units have a lowered casualty rate (because of good armor), slower movement (4 move)

Heavy. These units have the lowest casualties rate (best armor), slowest movement (3 move),

Medical
. These units are meant to retrieve wounded and weakened ally units. They are very useful in maximizing the recovering from losses or keep units fresh for the next battle.


Special Actions.


Feint. Cavalry can attempt to feint an infantry opponent. This is a contest of tactics similar to Combat Feint. Treat is also as a regular engagement with losses. Upon a successful feint the opposing infantry breaks and the leader suffers a rallying penalty equal to the margin of success of the cavalry leader.


Strategic Abilities.

Before the battle, Generals who have keen strategic abilities may be able to gain certain strategic advantages:

Terrains. When a player's lines are placed on an advantageous terrain, this can almost spell certain success for the general. Terrain conditions like Narrow Ground, Higher Ground, Broken Terrain, Marshy terrain all give different disadvantages to attacking units for both sides. Be sure it affects your army more positively then the opposing army.


Interception. When you intercept an opposing army you may cause several of its units to suffer strength penalties because of fatigue. Sometimes it takes great effort on your own army to cause such afflictions, suffering it as well, be sure it is worth it.


Guerrilla Warfare. A strategic action, it is best resolved with contested rolls that weaken some units of of the defending army.


Siege. Sieges are very different from regular battles in the sense that there is little advantage for cavalry and players will using war machines instead. There are fortification between the forward and defensive line, which prevent opposing forward lines from going directly against the rear lines and grant a strength multiplier to the defensive line. When the attackers create a breach, the strength multiplier is gone.


Typically sieges occur only when there is an overwhelming force attacking unless the defenders are pinned or demoralized.


Advancement. Use any of the may ways PCs can advance on the units but slowing and limiting it to a third of the PCs.


Game Time. The game should be fast, allowing players to play out a battle of legions (3000 per side) in less than an hour or two. This would allow the players to play multiple battles in the course of game session or to top of the evening with a climactic battle.


The Project.

The default of the card game will be centered on the Strategikon and the Vegetius's Work. It will feature a number of common and standard units found in most of the armies of that era.


Units will be made, generally, using 25pt average characters. A disparity of 20%, 30%, 50% or 80% of skill CPs allocated for martial skills.


Lastly, it is supposed to educate on the basics of how warfare is conducted and the importance of certain universal traits that is lost in fantasy combat.

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