• Hello!

    I have an idea to run a sort of stratigy board game / nation rp.

    The idea is that each player creates a horde leader with stats and minions all trying to take over redwall. The first player who take over redwall becomes the big bad army that everyone fights in the next game.

    Now, I have some ideas for making a randomized map around redwall but I was going to toss it out to the forum for help on making rules for controlling armies and, of course battling them.

    Would this be something peoples are interested in here?

  • You know your basically talking about the online strategy game Armello right?

  • wow, lol. Though sounds awesome.

  • Armello influ3nced this yes XD

    Im just trying to figure out a way to make it simple enough to play on a forum with out the aid of compiter omo

    Map: each 'tile' of the map is randomly chosen by dice roles so the area around redwall would be a little different than cannon. There can be plains, forrests, mountains and then cities on them and plqces to recruit troops and such.

    Each leader would get 15 points to spread between 4 stats. Body (hp) combat (adds to total damage when your army goes to battle) logic (how many armies you control / aids in fort building) and cunning (the go to stat for all those random unexpected things players pull that the gm cant plan on ^w^)

    I am just hung up on army stats, like how to determine what dice they role, what advantages they get etc etc

    I like the idea of after every ten battles you get an officer, basically a miniture leader of sorts to command.

    But Im opening it up to theforum for help in this matter 🙂

  • So its kinda like Risk(even though I never actually played Risk) with what your trying to do along with Armello?

  • The concept is simular to armello. First player to storm redwall and succeed wins. If another game is played several seasons icly pass and the winner gets to dictate what happens to mossflower (in the game universe) and then players try to oust that player from redwall, either as other vermin or as woodlanders trying to reclaim the abbey.

    And yes, a bit like risk 😄 every time i make units though they seem to come out horribly complicated or too simple

  • Ohhhh, I like how the replayability sounds for this. :3

    For units, maybe something along the lines of a Rock, Paper, Scissors sort of thing?

  • My origion idea was for every X number of units you have you roll so many attack dice. The number rolled determins how many units you kill off.

    I was also thinking units were Bandits, Soldiers, Pirates etc etc based on what kind of overlord you played.

    But im open to types of weapons (like sword archer and spear) or by animal if someone can find an easy way to commit them to battle

  • Maybe the troops could be named and each troop would have a certain weapon perhaps?

    For the Rock, Paper, Scissors, I think it'll be more of weapon type.

  • Hmmm, I still like the idea of having players select what their horde is based on, ie pirates, grunts, trained army, barbarians etc and having each do better or worse at certain things.

    Like…for every 20 soldiers you have you roll 1d6 attack dice but fir every 20 pirates you have you roll 3d4 attack dice
    Or...something like that xD

  • Wouldn't salamandastron be a thing though considering if your a pirate thats like the very first and largest obstacle? XD

  • I was thinking about having a time limit before the long patrol gets word to SAl and a large Army of LP come to attack…everyone.

    Maybe have seasons or...what not xD

    And yes, very poor pirates but its happened before xD

  • a large army of LP, one yes. But enough to take on ALL the hordes? Maybe if they were small enough.

    lol, so true. XD

  • They would certainly change up the board :3

    My main trouble is figuring out how all the units fit together in battle, what effect they do, how do we determin who gets hit ectc etc

    I got an idea about having only a set number of types of units, they get hit on certain roles of the dice. Like lancers only get hit on 6, archers only on 5.

    But…i dont really like that idea xD

  • Well, the universal constant I think about it is theres always going to be casualties on both sides.

    So maybe….each army will have an Attack and Defense stat. Roll each stat depending on who initiates and vice versa?

  • I was thinking of something simular :3

    So! Question time! If you (being anyone who wants to join) were to join what would you like to control more? Large numbers of soldiers that can get into the 100's of beasts under your command?

    Or units representing large armies?

    It will help me decide which system to use as far as dice rolls go :3

  • I would say a poll would be better for that question. Because I can go either way to be honest, I'm not sure about if others join though.

  • Woot! With the help of some awesome players, rodo, unknown soldier, and another person on another game I have decided on the stats we will be using ror armies in this!



    Faction stats:
    Recruitment: x10 the number of beasts joining you per round.
    Skill: attack multiplier. Total rolled x Skill= damage
    Tactics: defense multiplier. Total rolled x tactics=defense
    Building:  number of dice rolled when building seige engines and forts.
    Loyalty: ammount of low moral tbe army can endure before suffering losses.

    Unit types:
    For every 10 units: ATTACK / DEFENSE
    Skirmishers: 1d6 / 1d4
    Lancer: 1d4 / 1d6
    Archer: 2d4 / - -
    Conscripts: 1d4 / - -
    Npc armies:
    Woodlanders: 1d6 /1d6
    Woodlander Archer: 1d6/1d4
    Long Patrol: 1d6 /2d4
    Bandits: 1d8 /- -
    Barbarian: 1d6/ - -
    Snake: 1d8 / hit only on 6 / hp 10
    Eagle: 1d8 / hit on 5 or 6 / hp 12

    Stats are not set in stone quite yet as I am also working on perks!

    Comments? Suggestions? Nothing is fixed until I make the opening post…eventually.

  • I like the base work so far, and hilarious on the cannon fodder-I mean Conscripts, have no defense. XD

  • Lol! Yes xD once I have it figured out how exactly you recruit them they are basically numerous but add nothing to defense.

    I might change that to every 20 beasts instead of 10. You also get to build things by rolling your officers logic + faction building. Every 6 rolled = 1 success at what ever it is you are building.

    This…is going to require a LOT of dice rolling. Do you guys think it would be best to have us just use the honor system and roll our own dice or should I just roll dice for everyone as GM. Since im going to just be playing npcs on this xD

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