Post by The Maker on Jan 13, 2012 21:09:03 GMT -5
In many occasions the people says there is no rules in love and war, but in the world of Dragon Age there will be some rules to keep it "civilized".
- If a battle between two large armies are to be fought, create the thread in the Battlefield board.
- If an attacker plans to invade with a massive army, the attacker must first muster the army he or she controls, and then when 3 real days has passed everything is set, the army can move out and start the invasion. The defender can learn about this attack in advance only through spies or by outposts that is set across the country. If the outposts and the spies shall count, the spy you send must succeed in his/hers mission and not be caught in the act. If outposts or villagers should warn about the approaching army, you must be sure they will be able to do so.
- Always when a battle begins an introduction is needed from the attackers and the defenders, the introduction should contain the following:
- Who attack, who is the defenders?
- How large is the army? (Infantry, Archers, Cavalry)
- How is the army stationed?
- How are the terrain and the weather?
- Where does your character stand? - The battle goes in turns; the attackers begin, followed by the defenders. When everyone has posted once, the first battle cry may be shouted and the battle may begin. Afterwards a new turn begins, ending when all again has posted, and such it will continue until the battle is over.
- At the end of each turn, the characters who controls an army will need to show how many died in that turn, either anyone died in that turn or not, like this:
Total Army Count: 4000 (2000 Infantry, 1500 archers, 500 Cavalry)
Loss in Turn: 234 Infantry died by arrows.
Remaining Army Count: 3766 (1766 Infantry, 1500 Archers, 500 Cavalry)
At each turn, keep this updated and realistic. - To keep it simple, only 8 characters may join the battle, four attackers, and four defenders. If there is less characters on any side, fight anyway.
- Those who control an army must keep in mind to post their actions every turn, whenever an army takes a hit from another, play realistic. None is immortal in battle, either you are wearing armor or not.
- Magic or Magical creatures is not allowed to fight an entire army on their own, if a magical being wishes to fight in a battle, the character will only be able to fight 10-15 people at each turn, but be realistic, a magical being can also be wounded.
- ]To breach a wooden gate, the battering ram will use 3 turns to open it. To breach a gate of steel, the battering ram will use 6 turns to open it.
- After the battle begins, the attackers and the defenders may summon 1 allied force for aid, however those who wish to aid must muster their army in their country first, before they ever can enter the thread. A letter of needed aid must be sent.
- An ambush can be planned in advance and it can be planned during the battle, but if an ambush is to be released, it should come out from a realistic place, not on the other side of the castle if the road to that place is unable to reach.
- To steal a place from another, there is many ways to do it. The person can attack with full force, a small force, starve them out or poison their supplies. Simply be creative.
- If the defenders loss their hold or is forced to surrender, the attackers win. If the attackers is forced to retreat or forced to surrender, the defenders win.
- If a capital is overrun by the enemy, the country falls in the hand of the enemy, but if the ruler or the current heir of the land escapes, he or she may return to claim what was lost, if able.