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Post by rjrock85 on Jan 1, 2010 14:46:31 GMT -5
Okay, here's the idea: You take a Warhammer Fantasy Battles campaign, mix it up with the Total War series of games, and throw it down on the tabletop. Hopefully you get all kinds of awesomeness. What we're (the Landis clan and I) trying to accomplish is a high quality, high detail form of Warhammer Campaign. It'll be turn-based and hopefully be able to run for a good bit of time, evolving into very large battles at the endgame.
What I'm looking for in this thread is for questions, concerns, and suggestions. With any kind of luck we should have a working beta of the mechanics in a few weeks.
So I'm working on mechanics, army lists, building lists, original content, etc etc etc.
In a few days I'll have all of the army lists on a spread sheet with unit costs and upkeep. Then I'll start working on the buildings for each faction.
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Post by rjrock85 on Jan 1, 2010 14:58:02 GMT -5
Each turn you'll get X number of Resource Points depending on various factors (region fertility, buildings, claimed resources, etc) which you can spend to train units and agents and build various structures.
Unit Types consist of the following: Lords: Your Faction Leader and "Royalty" Heroes: Heroic figures and Veterans of many battles. Core, Special and Rare Units: As designated by the individual Army Books.
Building Types Resource Flow: Increase income by a percentage of the region's base income or by a specific value. Fortifications: Make laying sieges harder. Troop Training: Allows specific units or groups of units to be trained. Troop Upgrades: Allows specific unit upgrades or groups of upgrades to be produced. Roads: Make travel easier between regions.
Agent Types Spies: Can gather information about foreign armies and cities, as well as help lift enemy fortifications. Assassins: Can eliminate foreign Lords, Heroes, and Agents; as well as sabotage foreign buildings. Priests (Tentative): Can spread their faction's religion as well as prosecute heretic priests. Diplomats: Initiates diplomatic exchanges with foreign factions; can bribe enemy units to join your forces. Merchants: Can claim and hold natural resources to increase income; can seize another merchant's assets. Princesses (Tentative): Can form alliances by marrying heirs of opposing factions; can act as a Diplomat.
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rlandis
Journeyman
FOR THE EMPIRE!
Posts: 224
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Post by rlandis on Sept 27, 2011 19:43:44 GMT -5
Since I now have two more functioning armies, and I plan to over time collect a little bit of each army. . . Are you able to re-vamp these rules and add patches/fixes.
Last game we ran was fun. . . BUT, as we learned, had a few issues.
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