How it Works: Players will take command over large military units called "Banners". Each Banner belongs to a larger army, however, the nature of banners allows them to act independently or together to achieve goals. Players will seek to achieve offensive and defensive goals against the enemy in order to gain victory. While battles are a major part, Banners will also have to manage resources and manpower carefully, as both are crucial for victory. If desired or required, Banner Commanders may take other players to be company commanders under them.
It is recommended that you read the about the four Yu cultures and the structure of Yu society in this guide. It's old, outdated, and terribly written, but it should give a basic understanding of those two concepts.
* The structure of this Roleplay was inspired by "Gods and Generals" by Christstan. All credit for basic RP structure goes to him.*
For those of you familiar with Christstan's original RP, you will note that a "civilian" section is missing. This is due to the fact that I never really liked that aspect of the Roleplay...or more to say, it just wasn't my cup of tea. I also have decided to leave it out based on the time period this conflict is set in (enlightenment/Napoleonic), the cottage industry is in full swing, and thus the factory and production aspect of the original is lost. If there is a high enough demand for a civilian thread, then I will edit the application and system so that the civilian RP may accurately reflect the technology, society, and time period.
Commander Sign Up
- Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b] ( Females are more likely to be of Northern Yu culture in the Imperial armies, but may be of any culture.)
[b]Culture:[/b]
[b]Description:[/b] (Pictures work as well)
[b]Allegiance:[/b]
[b]History:[/b] (Be as creative as you wish here)
[b]Command Skills:[/b]
[b]Banner:[/b] (In terms of military Unit, NOT flag, symbol, etc...)
Players may designate command skills to serve flavor and background as well as play style. All players gain 2 free, and any past that must balance on a 1-1 ratio with a negative skill. Two negative skills maximum, 4 positive maximum. Players will earn both skill slots and skills during gameplay.
General Command Skills
- Aggressive (Bonus when assaulting)
- Stout Defender (Bonus when defending a position)
- Swordsman (Slight infantry bonus)
- Gunner (Slight musketeer bonus)
- Good Aim (Bonus to cannons under your command)
- Stingy (Consume supplies and arms at 75%)
- Inspiring Presence (Boost to troop morale)
- Born Rider (Boost to cavalry performance)
- Veteran (Slight overall improved performance) {Must be earned through RP or gameplay}
- Martial Legend (Improved overall performance) {Must be earned through gameplay}
- Intimidating Stature (Slight reduction in enemy performance) {Must be earned through RP or gameplay)
- Dragon Among Men (Greater reduction in enemy performance) {Must be earned through gameplay}
Cultural Command Skills - These skills can only be chosen by a commander of the appropriate culture
Northern Yu
- Steppe Nomad (Allows for recruitment of Horse Archers)
- Ice Tribe Scouts (Increase in chance of enemy intelligence gained)
Southern Yu
- Warrior Code (Slight infantry bonus)
- Clan Honor (Slight increase in morale)
Central Yu
- Sons of Zhang (Bonus to Engineers)
- Metal Demons (Bonus to cannons against defenses)
Western Yu
- Western Duty (Slight Bonus to Defense)
- Determined Spirit (Slight reduction of casualties)
Negative Skills
- Stupidly Brave (Disadvantage when conducting assaults)
- Couldn't Hold a Line Against the Wind (Disadvantage when defending)
- Hates Karate (Slight infantry debuff)
- Cheap Muskets (Slight musketeer debuff)
- Old Timer (Disadvantage to Cannons under your command -Must have cannons)
- Broken Abacus (Supply and arms consumption at 125%)
- Nagging Spouse (Debuff to troop morale)
- Afraid of Horses (Debuff to cavalry under you command -must have cavalry)
- Poor Officers (Slight overall decrease in performance)
- Bass Ackwards (Greater overall decrease in performance) {May be earned through RP and gameplay}
- Last in Line (-1000 Starting campaign supplies and arms)
Units and Cost
All commanders start with 18 points to spend on their banners. Below are the available units and costs. Note the grouping of units, as this decides the resource consumption in the supply and arms section.
Footmen-
Infantry: Soldiers armed with traditional weapons and bows and arrows. - 1 point
Musketeer: Soldiers armed with muskets. Stronger than infantry, but more expensive. - 2 points
Cavalry-
Melee Cavalry: Horsemen armed with traditional cavalry weapons. -3 points
Horse Archers: Generally weaker than Melee Cavalry, but the best unit at scouting. May only be recruited by commanders with the "Steppe Nomad" trait. -3 points
Special (Battalions)-
Cannons: Large metal artillery. Great at destroying defenses and siege, but less effective on the field. -3 points
Engineers: Sappers and Construction crews. Great at building defenses and aids river crossings greatly. -1 point
It is suggested that a player use cavalry sparingly. They cost a good amount of points because they are mainly used for scouting, and play more of a support role in combat. A player should not fall into the trap of relying heavily on cavalry.
1 regiment of Footmen = 3000
1 regiment of Cavalry = 3000
1 Unit of Cannons = 20 guns 300 crew
1 Unit of Engineers = 400
Max 8 Infantry
Max 7 Musketeers
Warfare
The Battle
When Two or more Banners from different sides enter the same province, a battle begins. A battle is split into three "battle phases", which will take up three days ICly. Battles will be overseen by "Battle Mods" who have no units taking part in the engagement.
In order to retain fog of war, players will send their initial strategies to the overseeing battle mod. Then the battle mod will tell players what they know about each other based on Terrain, IC considerations, and cavalry. Players will then post an IC deployment post if they so wish.
Afterwords, the players will send their strategies for the battle phase. Once all players send in their information, the battle mod will determine the outcome based on a mash up of stats, the strategies, RP, and RNG. Afterwords, the Battle Mod will post the results. The players will then be able to RP the events from their point of view and a new battle phase is started if feasible.
The Campaign
Campaigns will take place between two theaters of war: The Northern Theater and the Southern Theater.
All Banners are organized into an army of five. A campaign is started once an army decides a target or goal. At the start of a campaign, all Banners will receive their factions starting supplies. Furthermore, all the commanders will need to vote (or have him be randomly selected via RNG) on a "campaign leader". This campaign leader will be in charge of organizing a plan to achieve the campaign goal (Note: Banners can ignore their leaders plans if desired.).
When a campaign leader is selected, he will have the opportunity to choose from 1 of two traits {Dependent on the theater} that will remain with him for the duration of the campaign. These trait bonuses apply to ALL banners underneath their command.
A campaign is declared over when A. the goal is reached or B. the campaign has to be ended due to resource concerns.
At the end of each campaign all provinces captured will be added to the faction's territory. Points will also be tallied at the end of each campaign, and then distributed to the commanders.
Unit points: can be used to replenish units. The cost is the amount of casualties sustained divided by 100, so a 50% casualty rating for one unit will cost .5 points to replace.
They can also be used to buy new units, in which a new unit will cost the original amount.
Commander Points: Points used to gain commander skill slots. Every 100 equals a new slot.
Every 5 OOC days equals one season IC
Supplies and Arms
Supplies and Arms are a vital part of the overall war effort. An army requires both to be able to operate. Supplies are things like food, water, medical equipments, tools, etc. Arms are anything designed to kill another man with. Dependent on strategic positions held and territories foraged or raided, every Banner will receive a set amount of both supplies and arms at the start of every campaign.
Supplies usage is dependent on size of Banner, types of units, territories crossed, and time on campaign. Arms are consumed at the end of every battle phase. Supplies may only be restored by foraging and raiding. Arms can only be restored by raiding. Units fighting on friendly territory only consume 75% of their supply costs (bonuses stack).
Map and Provinces
The Map
Strategic Points:
1. Imperial Capital: Vermillion Sky Capture (40% war exhaustion)
2. Xin Province: Vermillion Sky Capture (10% war exhaustion)
3. Zhang Province: Vermillion Sky Capture (10% war exhaustion, -1000 Imperial Supplies)
4. Bei Province: Vermillion Sky Capture (15% war exhaustion, -2000 Imperial Supplies and Arms)
29. Black Cliffs: Vermillion Sky Capture (15% war exhaustion, -1000 Imperial Arms)
11. Druk Tsendhendhen Stronghold: Vermillion Sky Capture (10% war exhaustion, -100 Imperial Arms)
21. Khododakot: Vermillion Sky Capture (25% war exhaustion, -3000 Imperial Supplies and Arms)
22. The Ice Lands: Vermillion Sky Capture (10% war exhaustion, -2000 Imperial Arms)
18. Lake Bogadai: Vermillion Sky Capture (10% war exhaustion, -1000 Imperial Supplies)
34. Hatakayama: Imperial Army Capture (30% war exhaustion, -1000 Vermillion Supplies and Arms)
33. Mount Haino: Imperial Army Capture (10% war exhaustion, -2000 Vermillion Supplies)
28. Gahmu Province: Imperial Army Capture (10% war exhaustion, -2000 Vermillion Arms)
14. Jeng Province: Imperial Army Capture (15% war exhaustion, -1000 Vermillion Arms)
31. Zoku City: Imperial Army Capture (25% war exhaustion, -3000 Vermillion Supplies and Arms)
13. Shunlu Basin: Imperial Army Capture (5% war exhaustion)
15. Xian Province: Imperial Army Capture (15% war exhaustion)
25. Tsuhima Province: Imperial Army Capture (10% war exhaustion, -2000 Vermillion Supplies)
32. Shouri Province: Imperial Army Capture (15% war exhaustion, -2000 Vermillion Supplies and Arms)
To win the war, a side must raise the enemies "war exhaustion" to 100%.
Every non-strategic province captured adds 5% war exhaustion to the loser. Major battles will also add war exhaustion to the loser, and decrease war exhaustion for the winner.
Commanders
Southern Theater "Army of the Yin"
I. Banner - RESERVED
II. Banner - VACANT
III. Banner - VACANT
IV. Banner - VACANT
V. Banner - VACANT
Total Strength:
-
Northern Theater "Army of the Utan"
VI. Banner - RESERVED
VII. Banner - VACANT
VIII. Banner - VACANT
IX. Banner - VACANT
X. Banner - VACANT
Total Strength:
-
Current Banner Campaign Equipment:
Supplies: 16,000 Supplies
Arms: 16,000 Arms
No Modifiers
War Exhaustion: 0%
No Modifiers
Commanders
Southern Theater "Army of the Southern Moon"
I. Banner - Grand General of the Rivers Mai Kilong (Alleniana) - 8 Infantry, 1 Musketeer, 2 Melee Cavalry, 2 Engineer {Hatakayama, #34}
II. Banner - VACANT
III. Banner - Saga Nobunaga (Paketo) - 2 Infantry, 4 Musketeer, 1 Melee Cavalry, 1 Cannon, 2 Engineer {Hatakayama, #34}
IV. Banner - VACANT
V. Banner - VACANT
Total Strength: 10 infantry, 5 musketeer, 3 melee cavalry, 1 Cannon, 4 engineer
- 30,000 Infantry, 15,000 Musketmen, 9,000 Melee Cavalry, 1,600 Engineers
Northern Theater "Army of the Northern Sun"
VI. Banner - VACANT
VII. Banner - VACANT
VIII. Banner - VACANT
IX. Banner - VACANT
X. Banner - VACANT
Total Strength:
-
Current Banner Campaign Equipment:
Current Banner Campaign Equipment:
Supplies: 16,000 Supplies
Arms: 16,000 Arms
No Modifiers
War Exhaustion: 0%
No Modifier
Administrator Board
OP: Yuzhou
Co-Creator: Alleniana
Battle Moderators: