Battle Map Overview:
Each battle will occur on a simple 12x12 grid, similar to a chess board. It is advised that each player save the maps of each individual battle and use MS Paint (or another drawing program) to move his or her game pieces individually. In the (hopefully) rare cases that a player is unable to manipulate the game board personally, he or she can describe the actions he or she wishes to take and a GM (Game Master) will modify the gameboard accordingly.
Combat relies heavily on generating random numbers. To do so, we recommend that players use the incredibly versatile randomization tools found here: http://www.random.org/
There are two general types of battle maps. First, is the space-map. It will look something like this:
http://img266.imageshack.us/img266/3938 ... ce1rw2.png
In the case of the space maps, any movement can move across the black tiles, but NO unit may move across the dark-gray tiles--which indicate wreckage or debris.
The second type is the Land map. Land maps are slightly more complex. Mobile suits and other units cannot move as far each turn on land as they can on space, and there are many different kinds of tiles. Take the following example:
In this map the dark brown panels indicate rocky terrain, and as such only flight-capable units can cross over them, and no unit can attack over them. They serve as obstacles on the map. The blue tiles indicate water, and therefore only amphibious mobile suits would be able to cross or occupy those tiles. The gray tiles represent bridges--and are a way for land-units to cross over water terrain. A unit on a water tile can only be attacked by another unit on a water tile; a unit on a mountain tile can only be attacked by a flying-unit.
In each battle, a GM will post the various rules pertaining to each tile type in order to avoid any confusion--so don't worry, you don't have to memorize it all!
Unlike on the Strategy Map, units on the Battle Map are limited to moving either vertically or horizontally ONLY--there is no direct diagonal movement.
Each type of unit is able to move across a certain number of tiles each turn. The number of tiles a unit can travel across depends on whether or not it is in space or on Earth.
In the following illustrations, the dark cyan panel represents the starting point of the unit, the gray panels represent each possible panel for the unit to travel to, and the light-cyan panels are an example of how the particular unit might move.
http://img178.imageshack.us/img178/3639 ... spaqa2.png
>Mobile suits and mobile armors (Zeon only) may move up to three spaces in any direction.
>Combat craft (fighters, bombers, etc.) can move only two spaces in any direction.
>Non-Combat vehicles can only move a single space each turn.
>Warships may move across up to four panels--but ONLY in a straight line.
On land the rules are similar, but units are (typically) slightly slower than they are in space.
http://img442.imageshack.us/img442/1797 ... earye2.png
>Mobile suits and mobile armors (Zeon only) may move up to two spaces in any direction.
>Combat craft (fighters, bombers, etc.) can move only one space in any direction.
>Non-Combat vehicles can only move a single space each turn.
>Warships may move across up to three panels--but ONLY in a straight line.
General Combat Overview:
For both land and space battles, the rules of combat remain the same.
http://img254.imageshack.us/img254/2811 ... lessn5.png
>Mobile suits and mobile armors can use ranged weapons on a target on any tile within three tiles, so long as the path the the target is unobstructed--either by terrain or other units.
>Only mobile suits and mobile armors are capable of using melee attacks; melee attacks must be preformed at close range and a mobile suit/armor can only attack another unit on a diagonal tile.
>Combat vehicles can attack any tile within two tiles from the unit.
>Warships can attack ANY tile at ANY range, but can only attack once every two turns. When a warship attacks, every tile that is not obstructed by terrain every unit (friend and foe alike) is dealt combat damage. This enables warships to attack any number of targets at any range.
Ranged Combat Determination Overview:
When determining combat, there are a variety of factors that determine which unit will triumph over another, as well as a few rules that are set in stone.
Basic combat between two units requires two unique stats for each individual unit--the attack stat and the defense stat.
A unit's stats may look something like this:
Attack: 2x 1d6
The "2x" in the attack stat means that every time the unit chooses to attack, that unit will be able to attack twice--but only one target. The
1d6 is a D&D term for damage that means, simply, one roll of a six-sided dice. This means that you have two attempts to "roll" your attack (which will be any number between 1 and 6) to roll a higher number attack than the defense rating of the unit you are attacking.
Certain units will have an accuracy percentage attached to their attack rating. This means that the attack will not always hit, and if the attack does not hit than you won't deal any damage. To determine whether or not an attack hits, simply generate a random number between 1 and 100. If the accuracy is listed at 40%, then any number between 1-40 will result in a hit. Any number between 41 and 100 will be a miss. Calculate the damage if you hit, do not calculate damage if you miss.
Ranged attacks at close range (e.g. one panel away) play out much the same, but with one crucial difference. If you attack a single enemy unit with two of your own units--and both of your units are on panels that touch the enemy unit's panel--the attacks will be added to one another.
Therefore, if you have a unit with a 2x 1d6 attack and another with a 1x 1d4 attack, and both units attack the same target, they will be treated as a single unit with a 2x 1d10 attack. The attacks are added to one another, but not the number of attacks--which will always be the same number as the unit with the highest quantity of attacks.
Melee Combat Determination Overview:
Mobile suits are the primary weapons of the war. As such, they are far more versatile than other units.
Mobile Suits that melee-attack warships OR vehicles will ALWAYS destroy their target. When a mobile suit attempts a melee attack on another mobile suit, the outcome will be determined with a simple flip of a coin--the attacker will call heads or tails, and a GM will flip; if the attacker called correctly, the melee attack will succeed and the target will be destroyed. If the melee attack fails, a six-sided dice will be rolled to see if the target suit can counterattack, and if a 1 is rolled then the attacker's unit will be destroyed instead.
Hero units and Aces of a certain level will recieve bonuses in melee combat.
Warhship Combat Determination Overview:
Warship attacks can be deadly, because a warship can theoretically attack up to 11 other targets simultaneously.
Any combat or noncombat vehicle caught in a warship's range of fire will be destroyed.
Any warship caught in another warship's range of fire will have a 50% chance of destruction.
Any mobile suit caught in a warship's range of fire will have a 25% chance of destruction.
Hero units are immune to Warship attacks.
Ace units have decreased chances of being destroyed by a warship depending on their levels. At...
Level 1: 25% chance of destruction
Level 2: 20% chance of destruction
Level 3: 15% chance of destruction
Level 4: 10% chance of destruction
Level 5: 5% chance of destruction
Mobile suits, mobile armors and combat vehicles can attack and move each turn.
Noncombat vehicles cannot attack.
Warships can move every turn, but can only attack once every three turns--that means that if a warship attacks once, it will be unable to attack again for the next three turns.
Ending the Battle:
At any point durring battle, either player may choose to withdraw from the battle to avoid loosing too many units. When this happens the squadron is removed to an adjacent tile on the strategy map, and is able to re-supply with a single basic unit for every five units that were destroyed.
Battles will automatically end when any player loses all of his or her units.
Thirdly, some battles will have special conditions, and the battle will end whenever this conditions are fulfilled or missed.
After the Battle:
After each battle, each player will automatically be able to resupply his or her forces.
Free of charge, each side will recieve a certain quantity of basic grunt units determined by the amount of units lost.
>For every 2 units lost, the victor will recieve 1 basic grunt unit.
>For every 3 units lost, the loser will recieve 1 basic grunt unit.
So, for example, if player A loses 6 GMs in a battle--and wins the battle--player A will automatically get 3 basic grunts to replace the units that were lost. If player A loses 6 GMs in a battle--and loses the battle--then player A will only get 2 basic grunts as replacements.
After the Battle - Resupply, Experience and Bonuses:
At the culmination of battle, each supreme commander will be able to allocate new units to the squadrons involved. How many units and what kind of units sent to each squadron are decided by the sole discretion of the supreme commander--or fleet commander should the supreme commander choose to delegate authority.
Squadrons will be assigned a tier based upon how many battles the squadron has participated in:
Tier 5 - 1 Battle
Tier 4 - 5 Battles
Tier 3 - 12 Battles
Tier 2 - 25 Battles
Tier 1 - 50 Battles
In addition, each squadron will receive a rating based upon the number of successful battles divided by the total number of battle participated in.
Also, units that kill a certain number of other units will be eligible to gain "Ace" levels that improve all attributes. The requirements for Ace levels are as follows:
Ace Level 1 - Destroy 5 Units.
Ace Level 2 - Destroy 10 Units.
Ace Level 3 - Destroy 20 Units.
Ace Level 4 - Destroy 40 Units.
Ace Level 5 - Destroy 80 Units.
The amount of units destroyed to meet the above criteria carry over across EVERY battle each mobile suit is involved in, until it's destruction. Ace levels also confer certain benefits to the units, which are as follows:
Ace Level 1 - +1 to all attributes.
Ace Level 2 - +2 to all attributes.
Ace Level 3 - +4 to all attributes.
Ace Level 4 - +5 to all attribute; can attack 2 targets each turn.
Ace Level 5 - +6 to all attributes; can attack 2 targets each turn; movement per turn doubled.
In addition to the bonuses that the player receives based upon performance in the battle, if the battle is concluded within a certain amount of time the faction itself will be awarded extra money.
If the victorious player ends the battle in...
...less than 8 turns, the faction gets a bonus of +10 Gold
...less than 6 turns, the faction gets a bonus of +25 Gold
...less than 4 turns, the faction gets a bonus of +50 Gold
...less than 2 turns, the faction gets a bonus of +100 Gold
A game where one player decides to withdraw rather than fight is considered a victory, and the above bonuses apply. Therefore if a player finds him or herself in a battle against an overwhelmingly superior force, it might be better to hold off as long as possible before withdrawing to prevent the enemy faction from getting a gold bonus.
To get a better idea of how battles play out, you might want to check the old Test Battle no.1 Thread
in the archives. The test battle uses an older ruleset, but the core concepts of the game are roughly the same.
Hero units are unique mobile suits or mobile armors that the faction leader can purchase if he or she has sufficient money. Hero units are typically modeled after characters from the various OYW anime and manga, but original Hero units are allowed. Hero units act very similar to regular units on the battle map, but also have a few unique attributes.
1. Hero units can move +1 tile further each turn than a regular unit of the same kind. That means that if a mobile suit can only move 3 spaces per turn on a map, a Hero mobile suit will be able to move 4 spaces per turn.
2. Hero units cannot be destroyed by normal units or ace units. If a Hero unit is defeated in battle by a non-Hero unit, then the defeated Hero unit leaves the game as though it were destroyed--but remains in the player's squadron. Only another Hero unit can destroy a Hero unit.
3. Hero units have a 100% melee attack success rate against normal units. Hero units have a normal chance of successful melee attacks against Ace units and other heroes.
4. Hero units are completely immune to warship attacks.
Hero units also have special abilities that may be used in combat. Many of these special abilities are unique to the hero unit, and greatly increase the versatility of the unit.
Ace units are player units (of any type) that meet certain quotas. There are five Ace levels, and each level confers a simple bonus to the unit. Simply put, at each Ace level the Ace unit receives +1 to both attack and defense.
Ace Level 1: +1 Attack, +1 Defense
Ace Level 2: +2 Attack, +2 Defense
Ace Level 3: +2 Attack, +3 Defense
Ace Level 4: +4 Attack, +3 Defense
Ace Level 5: +5 Attack, +4 Defense, +1 Movement
At Ace Level 5, Ace units join Hero units in being able to move one panel further per turn than other units of the same type.
To make a normal unit into a hero, that unit MUST defeat a set number of enemy units.
Ace Level 1: Defeat a total of 04 enemy units.
Ace Level 2: Defeat a total of 10 enemy units.
Ace Level 3: Defeat a total of 18 enemy units.
Ace Level 4: Defeat a total of 20 enemy units.
Ace Level 5: Defeat a total of 36 enemy units.
As players progress through the game, they will have the opportunity to earn different ranks. A player's rank determines the total amount of authority a player has in the confines of the game-world, governing how many total units a player may have in his or her squadron, as well as the types of units. Eventually, it is even possible for a player to become a fleet commander--or even the faction leader--by steadily rising through the ranks.
Ultimately, a player's rank is determined by the faction leader. At the end of each turn, the faction leader will decide whether or not to promote players that have met the requirements. Because of this, even if he or she has attained the necessary requirements, players that ignore orders or are rude to other players will not be as likely to earn a promotion as other players.
Rank 7: Squadron Lieutenant Squadron Captain:
-Can control up to 6 units, excluding warships and heroes.
Rank 6: Squadron Captain Squadron Captain:
-Requirements: Must participate in a total of 2 battles.
-Can control up to 8 units, excluding warships and heroes.
Rank 5: Squadron Commander Squadron Captain:
-Requirements: Must participate in a total of 6 battles; must be victorious in battle at least twice.
-Can control up to 10 units, excluding warships.
-Player controls a "commander's unit"* (treated as Ace Level 1 mobile suit) that represents the player in battle--if the commander's suit is defeated, then the commander is treated as KIA and the battle is automatically lost--and the player must re-enlist in the game with a new character.
Rank 4: Task Force Captain Squadron Captain:
-Requirements: Must participate in a total of 10 battles; must be victorious in battle at least 5 times.
-Can control up to 12 units.
Rank 3: Fleet Commander Squadron Captain:
-Requirements: Must participate in a total of 16 battles; must be victorious in battle at least 8 times.
-Can control up to 14
-Can give Commander Unit custom colors.
-If applicable, the Commander Unit's Ace level will increase by 1.
Rank 2: Fleet Admiral Squadron Captain:
-Requirements: Must Participate in a total of 24 Battles; must be victorious in battle at least 12 times.
-Can control up to 16 units.
-If applicable, the Commander Unit's Ace level will increase by 1.
Rank 1: Supreme Commander Squadron Captain:
-Requirements: Must be selected as "Successor" by former faction leader; can only act as faction leader when the faction leader is defeated, or on a temporary-basis when the faction leader is absent.
-Can control up to 20 units, at least six of which MUST be warships.
-If applicable, the Ace Level of the Commander's Unit is automatically raised to 5.
*The Commander's unit can be ANY unit controlled by the squadron, it is up to the player to select which unit will be the commander's unit. Normal units that become "Commander" units will be upgraded to Ace Level 1. Ace units that are selected as Commander units will increase in Ace Level by 1. If an Ace Level 5 unit is selected as the Commander unit, it will not receive ANY upgrades.
Once the Commander's unit is selected, the player is not allowed to change it. Only the Faction Leader can change the Commander's unit of any player.
If a Commander's Unit is destroyed, it is treated as though the player him or herself was killed in battle. As a result, the team whose Commander is killed automatically loses the battle, and the player is forced to create a new moniker within the game and start all over from the beginning.