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International Card-, Board- and Video-Game Association. Est. 2015.

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Campaign Settings

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Emil

Squire
M&BWBWF&SNWVC
[medio]46[/medio][medio]45[/medio]​

Battle Phase Terminology
Not Live
- The game has not started yet, or has ended, (Eg, due to setting up reserved officer slots or an map change.)
Live - Everything is done and the following reset or immediate round is considered to carry score and influence the campaign.
All charge - May be called 10-15 minutes into the game due to stalemate.

Troop Rules
1. Follow your officer of the correct class. (Another larger beacon is displayed on top of the officers ordinary flag-beacon.)
2. All cavalry must follow the general. (Another larger beacon is displayed on top of the officers ordinary flag-beacon.)
3. If your officer is killed, stay in a group until you find another officer. Only artillery and sappers has some liberty to move around within friendly territory for protective reasons and cannon usage. They're not allowed to charge the enemy alone though if it's not to meet up with the rest of the friendly army.

All-Charge Rules
1. No firing of a cannon after the command has been called.
2. No reloading after the command has been called.
3. No retreating after the command has been called.

Universal Server Rules
1. Do not Rambo. (Never go alone unless the above exceptions, always follow an officer, flag-bearer or other special unit.)
2. No spamming in-chat. (This to make room for strategic talks, chit-chatting and commands.)
3. No BP waste. (This will most likely only crash your own game, and will destroy other sapper work.)

Public Play Rules
1. Crouching is allowed.
2. Firing in Charge is allowed. (Eg, the single loaded shot after ammunition has been removed in an all charge.)
3. Officer Aiming allowed.

Army Set-up
1. The two factions will start the campaign with 4 armies each.
2. Each army will start on a province capital.
3. Armies may be placed on top of other friendly armies.
4. Multiple Armies can occupy a province at one time, but only for one turn, then they must disperse by either moving, or attacking.

Army Movement
1. Each turn a faction may move all of their armies.
2. An army will only be able to move to an adjacent province, and can only move one province each turn.
3. Two or more friendly armies can occupy the same province, but for only one turn.
4. The other faction will begin making their moves when the other faction is done.
5. Moves continues until two opposing armies encounter each other on the same province, which triggers a battle.
6. The strategic game is halted until the triggered battle is resolved in the next event.

Battles & Retreating
1. If two opposing armies occupy the same tile, a battle will occur. A date will be picked and the campaign event will be planned and announced, the campaign game will be halted until all battles have been resolved in server-side campaign battles.
2. The battles are played in a ‘first to 4’ format. This means that the first faction to win 4 rounds will have won a ‘battle.’
As a result, events can take around 4 to 7 rounds to complete. With 4 being the quickest way the event is resolved, and 7 the longest.
3. Every 3 rounds there will be a map switch, so players will play 2 to 3 different maps in an event. The maps will roughly relate to the province they represent, with normal battles taking place on empty provinces while both a normal, and an urban battle will be played on provinces which contain cities.
4. After the battle has ended, the AP loss of both armies is calculated (see AP), and the army that lost the battle will have to retreat to an adjacent province they own. Remember, multiple armies can now be on the same tile.
5. If the battle took place over a city and has changed ownership, the ownership icon will be changed.

Army Points (AP)
Each army will have its own strength indicator displayed on the left sidebar of the campaign web page. This number translates to a single ‘round’ of a campaign battle. This means that losing one round in a campaign battle will lose an army one Army Point (AP). Each army starts with a total of 12 AP.

Example: GE 1st Army and CF's 3rd Army have fought a battle at the province of Rouez. GE has won 4 rounds and CF has won 2 rounds. CF's 3rd Army will lose 2 AP while GE’ 1st Army will lose 4 AP. GE's Army will have to retreat their army.

AP can’t be replenished. This represents the finite amount of manpower in the campaign. AP however it can be transferred. Transferring AP can only happen when two friendly armies occupy adjacent tiles. If this is the case the player must announce the transfer of AP by indicating which army will transfer AP to which army, and how many AP is being transferred. Both armies will have to remain stationary for one turn during this action. Armies do have a maximum number of AP which they can hold. This number is 15, no Army can have more than 15 AP.

If an army loses all of its AP, it will be considered destroyed and the army will be removed of the map. If you transfer AP up to a point where one of the transferring armies has no more AP, it is disbanded and it will also be removed from the map.

Armies that are stacked receive damage evenly when losing AP: If the Damage received is an odd number, than the bigger sized army will receive the larger portion of AP loss, while the smaller army will receive the smaller portion of AP loss. If Two Armies are defeated on one tile then they must retreat to different Tiles. If unable to retreat to different tiles, and only then, can they retreat to the same tile.
 
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