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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Version 2.6 of the Candle'Bre Tactical Combat System
Unit Specifications
Unit Name: Infantry
Attack Rating: 35
Armour Rating 40
Speed 10
Hit Points 8
Tactical Movement Rate 4
Damage 1-8
Experience 0 (at start default)
Morale 60% (conscript default)
Special Ability Slot 1 (None)
Special Ability Slot 2 (None)
Cost: 10g
Notes: The grunts of the realm, infantry are cheap to train and generally plentiful in number. As the game grinds on, tech advances make this one of the most cost effective units on the board.
…
Unit Name: Mercenary
Attack Rating: 40 * (see below)
Armour Rating: 30
Speed 14
Hit Points 6
Tactical Movement Rate 5
Damage 1-6 * (see below)
Experience 0 (Default at start)
Morale 50% (conscript default)
Special Ability Slot 1 Bounty. Mercenaries may receive either a 1g or 2g incentive, paid for all mercs in your force. Once paid, the mercs will get a +5 increase to their attack rating, and +1 damage per gold bounty offered.
Special Ability Slot 2: Mercenary units do not gain the benefits of increases in unit technology.
Cost: 10g
Notes: Mercenaries may NEVER outnumber your regular troops (though the numbers may be equal) in a given province. If they do, the mercenaries will wrest control of the province and toss your troops out.
The Mercenary is something of an oddity in Candle'Bre. Their warrior code places strict rules on what is and is not acceptable, and as such they shun newfangled advances in armour and weapons. They begin the game as slightly superior to Infantry (once you pay the bounty anyway), but end the game lagging quite far behind....the price of adhering too long to outdated traditions.
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Unit Name: Pikeman
Attack Rating: 20
Armour Rating: 60
Speed: 6
Hit Points: 12
Tactical Movement Rate:4
Damage: 2-5
Experience 0 (Default Start)
Morale 60% (Default Conscript Morale)
Special Ability Slot 1: No Morale loss if charged by Cavalry.
Special Ability Slot 2: Deal double damage to Cavalry units.
Cost: 14g
Notes: Pikemen are stoically brave and sturdy, platemail clad soldiers who think nothing of facing down a cavalry charge. Not so hot on the offense, but if you're looking for defensive stopping power, look no further.
…
Unit Name: Skirmisher
Attack Rating: 25
Armour Rating: 25
Speed: 16
Hit Points: 12
Tactical Movement Rate: 10
Damage: 2-7
Experience 0 (Default Start)
Morale 70% (Default Conscript Morale)
Special Ability Slot 1: Initiative – Skirmishers get an extra attack the first time they engage an enemy unit in a given battle. They may return fire up to two times when attacked, with no loss of morale (game standard is that a given unit stack may return fire as many times a round as it is attacked, but it loses 5% of its morale per strike after the first).
Special Ability Slot 2: Ambush - Skirmishers are invisible in hill or forest terrain (tactical battle map). In battle, units moving into such terrain containing a hiding Skirmisher will be attacked by surprise (Double the skirmisher's attack value, ignore defender's armour value). Being subject to an Ambush costs the unit being ambushed all of its remaining movement points for that turn, and the unit is unable to attack. * (see below)
* Skirmishers can detect other skirmishers - Chance of detection is Morale % of the scouting unit. Scouting units can "check" all areas within their LOS in a given turn, but they must forego all other activities that turn (no movement, no attacking) - Note that an Ambush is not an attack per se, and would be allowable even if the unit was checking for hiding enemy skirmishers.
*Rangers (see below) stacked with hiding Skirmishers make them impossible to detect by any means. Not that a Ranger stacking with a "searching" Skirmisher stack would negate the abilities of a Ranger stacked with a hiding Skirmisher stack.
Cost: 18g
Notes: The ultimate tag along troop for your expensive cavalry units, these guys make superb scouts and are wonderful in an attrition/harassment role. With enough tech advances on the board, the even eclipse Infantry in terms of value for the money.
…
Unit Name: Archer
Attack Rating: 45
Armour Rating: 25
Speed: 12
Hit Points: 6
Tactical Movement Rate: 5
Damage 3-6
Experience 0 (Default Start)
Morale 60% (Default Conscript Morale)
Special Ability Slot 1 Ranged attack: Archers may strike targets up to four hexes away for full damage, and up to six hexes away for half damage.
Special Ability Slot 2 The first non-ranged unit to attack a stack of Archers get shot at twice (The archer stack gets to defend itself twice (without morale penalty) from the first attacking stack. Once per combat only.
Cost: 20g
Notes: Essentially "Light Artillery Support" for your Infantry and Cavalry, you can never have too many archers in the field.
…
Unit Name: Cavalry
Attack Rating: 60
Armour Rating: 60
Speed: 14
Hit Points: 16
Tactical Movement Rate: 10
Damage: 5-12*
Experience 0 (Default Start)
Morale 75% (Default Conscript Morale)
Special Ability Slot 1: Charge – Takes one full combat round to set up. Doubles damage dealt to the stack subject to the charge, and reduces morale of the survivors by 20%
Special Ability Slot 2
Cost: 25g
Notes: The undisputed master of the battlefield. No other unit in the game is more well rounded, tough, and durable. Of course, no other unit in the game is more expensive either. Until the late game Infantry-Eclipse, it will your Cavalry charges that your enemy remembers.
…
*****
· Change to tech Rules: Any time a new technology refers to giving a unit type a bonus of +1/+1 to it’s A/D values, this should be converted to +5 to Attack Rating and Armour on the chart above.
Unit Experience
Units represent the lowest form of mobile unit on the map. As such, they tend to learn (gain experience) from most anything…and, they learn pretty quickly, at that. For every 3 victories or 5 defeats, surviving units gain 1 point of experience.
Experience
0-1 Conscript None- Use Default Entries
2-4 Regular +10% Morale, +1 Speed
5-9 Veteran +5% Morale, +5 Armour, +1 Damage
10+ Champion +5% Morale, +1 Speed, +5 Armour, +2 Damage
· For every point of experience above 10, the unit gains +1 Hit Point
· When a unit gets 10 or more Experience Points, each time that unit participates in combat, there is a 2% chance of generating a War Captain.
War Captains
War Captains are legends of the battlefield. They are exceptional individuals who rise through the ranks of the Army, and through the hardships of battle, have come to understand the art of war and gain the respect of their peers.
War Captains are attack-capable units! Your War Captain unit may have special abilities that are reflective of the unit type that spawned them. For their basic stats, consult the table below:
Synopsis of abilities when upgrading from Elite units:
· +30 Morale
· +10 Attack
· Multiply Hit Points by two (2)
· “Dice up” damage
War Captains also provide benefits to whatever stack they are traveling with. These benefits are outlined below:
· +1 Speed for every 4 experience points the War Captain has
· The Morale value of the War Captain becomes the Morale Value of the stack he’s with
· Morale loss due to combat is halved for units containing a War Captain (this effect is cumulative with a General's ability to reduce Morale loss due to combat, if a General is close enough to effect the unit stack in question).
Other Notes: Note that if a War captain is assigned to travel with a unit, he will almost assuredly have a higher speed than the unit he’s traveling with (this, and his enhanced movement rate, can facilitate rapid mid-battle transfers to turbulent spots on the battlefield). This means that the stack containing the War Captain can attack twice per turn…an important consideration for purposes of hammering down enemy unit stack morale.
War Captain Experience
These individuals gain 1 point of experience per two victories, or three losses. When a War Captain reaches 20 Experience points, he is automatically promoted to a General.
Generals
When a War Captain gains 20 Experience Points, he is automatically promoted to the rank of General, and becomes one of the following “character classes” (Myrmidon, Ranger, Knight, or Rogue—see table below). The 20 Experience is divided evenly between the two cornerstone abilities of a General (Tactical Ability and Command Ability – All Generals a player gains via promotion begin with scores of 10 in each ability). Each time a General gains a level of experience, the owning player gets 20 additional points to assign to these abilities. These points may be assigned any way the player wishes (see below for exact effects of Command Ability and Tactical Ability)--at level four, the two numbers will sum to 80.
Upon reaching second level, the player owning a general gets to choose a special ability for the General, from the following table:
Synopsis of Abilities gained when upgrading from War Captains:
· +15 Attack
· +10 Armour
· Hit Points Doubled
· +2 Movement
· “Dice up” +1 Damage
· +2 Speed
· +10 Morale
Summary of a General's Abilities as they relate to other units on the field/stacked with the General:
General attributes are as follows:
A. Generals share all traits in common with War Captains (above)
B. All units stacking with the General gain +1 hex of movement per combat round.
C. Depending on the General's experience, he may effect nearby units just as though he were in the stack WITH those units. To determine the extent of the General's abilities in this regard, consult the table below:
Sum of TacAbil and CommAbil:
20-45: General can effect all friendly units within a 1 Hex radius as though he were stacking WITH those units
46-69: General can effect all friendly units within a 2 Hex radius as though he were stacking WITH those units
70-80: General can effect all friendly units within a 3 Hex radius as though he were stacking WITH those units. Additionally, any enemy units inside that radius see their morale drop by 5% per battle round, calculated AFTER all other modifiers have been applied (ie - the presence of an enemy War Captain in an enemy stack that is inside this General's radius of command does NOTHING to counter the loss of Morale caused by this General).
Experience
Generals gain experience in two ways. First, by leading men to victory (15pts per battle won), and second, by demonstrating their own combat prowess (1pt per unit killed by the General on the field of battle). There is no experience gain for battles lost of withdrawn from. Victory is the General’s measure of success.
Level Experience Range
1 0-40
2 41-120
3 120-250
4 251-750
· 1600 Experience Required to advance each level beyond 4
At Second level, the General may choose to gain a special ability from the following list:
Myrmidon
Personal Improvement: For each level the General increases (Max. of four), gain +10 to Hit Points, Attack Rating, Armour Rating and Morale. Gain +1 Speed and + 1 Move
Frenzy: All friendly units with this General gain +2 on their damage rolls, and the ability to execute Flank/Charge orders. (bonus is +3 at level three, and +5 at level 4)
Terror: Enemy troops automatically lose an additional 3% morale every round combat occurs when facing this general (becomes 5% per round at level 3, and 7% per round at level 4)
Ranger
Personal Improvement: For each level the General increases (Max. of four), gain +10 to Hit Points, Attack Rating, Armour Rating and Morale. Gain +1 Speed and + 1 Move
Pathfinding: Units traveling with this general are not bound by any terrain restrictions.
Herbalism: Damaged units traveling with this general may heal their wounds even while moving (2hp per day – Complete healing if not moving). Per day rate increases to 4 at level three, and complete at level 4.
Knight
Personal Improvement: For each level the General increases (Max. of four), gain +10 to Hit Points, Attack Rating, Armour Rating and Morale. Gain +1 Speed and + 1 Move
Awe: All friendly troops traveling with this General gain +10% Morale. This bonus increases to 12% at level three, and 15% at level four.
Servitude: Unit upkeep costs are halved for every unit in this General’s Army.
Rogue
Personal Improvement: For each level the General increases (Max. of four), gain +10 to Hit Points, Attack Rating, Armour Rating and Morale. Gain +1 Speed and + 1 Move
Ambush!: All friendly units traveling with the General gain +1 Movement, +1 Speed, and the “Initiative” special ability. (at level 3, this bonus is +2/+2, and at level four, it’s +3/+3).
Scouting: Sum your General’s TacAbil and ComAbil, and divide that number by twenty. The result (dropping all fractions), is the number of free turns of movement and attack this General’s army gets before the opposing side can respond.
Advances beyond fourth level
The General Gets the benefits listed in “Personal Improvement”
· Other special abilities to be considered as the system evolves
The Order of Battle, Troop Placement, and Battlefield LOS
Battle Setup
Two opposing forces meet. To determine who must place their forces first, consult the following table, in order:
No special leaders present - The player with the fastest troops (highest speed) places his units last.
War Captain present - This trumps the fastest unit present on the opposing side.
General - This trumps War Captains present on the opposing side.
If two War Captains are present, then the War Captain with the highest experience places his troops last. If equal, revert to Initiative factors.
If two Generals are present, then the General with the higher TacAbil rating places his troops last. If equal, revert to War Captains present.
If everything is equal across the board, the defending side places their troops last.
Dividing the Army
An army without a leader will divide itself along troop type lines (all the Infantry in one stack, all the archers in one stack, etc.), regardless of morale levels (that is to say, units of various morale levels will stack together by type, by default....one of the effects of which is that the same unit might get multiple attacks per combat round as the Elites make their attack, then the Veterans, and finally, the conscripts), and while this can be effective--see the later notes on morale--a general commanding the army has a vast array of divisional options available. For every 5 points of CommAbil the General possesses, you get the ability to create 1 additional unit stack. (Default number of unit stacks is equal to the number of troop types in your army, so if a General with a 25 CommAbil is leading a force of Pike, Archers, Infantry, Cav, and Mercenaries (five default stacks), he would be able to divide his force into as many as ten different stacks.
Note that all unit stacks must be homogenous (must contain all of the same unit type).
The Battle Map
The Battle Map is a hex-grid, 40x40, with opponents lined up on either side. Placement is made on the first two columns of your side, modified by your TacAbil. For every 10 points in TacAbil your General possesses, you gain access to another column (such that a General with 40 TacAbil would have access to the first 6 columns on his side for troop placement (you get the first and second column free, and the next four per his ability).
There is a “Fog of War” in effect on the battle map such that trees, hills, and other terrain block your view of approaching enemy units. Given that you begin quite far from your enemy, the opening rounds of a battle are somewhat tense, with each side feeling its way blindly toward the other. Thus, high ground plays a significant role not only in the battle, but in scouting the lay of the land before the battle begins.
Terrain Effects
Terrain effects are all cumulative.
High Ground provides +5 to Armor Values of defending troops. Archers firing from high ground get +1 Range and +1 Damage on their attacks.
Low Ground - Attackers striking from lower ground are at -1 to their damage range, and –5 On their Attack factor
Forested hexes - Archers are -5 on their Attack factor and damage dealt when firing into a forested hex. Cavalry may not charge into a forested hex. Units defending in a forested hex are at +10 on their Armour rating. Cavalry is at -5, and Archers are at -10 when attacking/firing from a forested tile.
Wall, fence, or other impediment: Forces behind such walls or structures get a +5 to their Armor Ratings, and archers firing into those positions are at -10 on their Attack Factor.
All units attacking into such positions are –2 to damage dealt.
Water: Takes one full turn to cross one hex of water. All movement ends when the unit in question enters the water. Units in the water lose –15 to Armor and Attack Values
Fortifications and Ramparts: Each level of fortification (see core rules) is "worth" 80 points of damage. Fortifications may ONLY be attacked by siege engines. All units behind fortifications gain +15 on their Armor ratings, and all damage dealt to units behind fortifications suffer -1 damage for any attacks made to them PER LEVEL OF FORTIFICATION (this is somewhat abstracted....since siege ladders and archer's towers are not represented in the game, the fact that non archer units CAN damage fortified units implies the existence of these structures.
Conversely, every 80 points of damage that siege engines cause to the fortifications in place reduces the fortified army's bonus by 1.
Defender Advantages
If the defender has “fortified” ((f) command for armies), consider the following to be also in effect:
Archers: First round shot is made with a +20 Attack Rate
All troops are presumed to have fashioned whatever makeshift fortifications they could (ranging from hiding behind a barrel to a simple palisade) – See “Wall, fence, or other impediment”, above)
Unit Facing
Head-to-Head units get no particular modifiers when fighting.
Attacking from the left or right front flank gives the attacker a +5 bonus.
Attacking from the left or right rear flank gives the attacker a +10 bonus
Attacking from behind gives the attacker a +20 bonus.
-=Vel=-
(mentally crossing his fingers that this is...closer.... )
Last edited by Velociryx on 18-05-2002 at 17:33
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Tactical Combat Model ver 2.6 - Continuation
Disruption, Unit Morale, Losing Morale, Routes, Captures, and Recovering Morale
Disruption
Any time a unit takes damage, it must make a morale check to see if it has become disrupted. Disrupted units are unable to move or launch attacks, but may defend at their full strength. At the start of each side's combat round, any disrupted units on that side get to make a morale check to see if they have recoverd from Disruption. Note the morale effect of leader units, and the scant chance that units stacked with leaders will become disrupted (thus, leaders provide no additional bonus when making morale or recovery from disruption checks).
Morale is used in two ways in this combat system. First, it is a measure of a unit's resolve...its willingness to stand toe to toe with the enemy. Second, it is tied in with the overall chance that the unit has of actually dealing damage to the enemy.
Morale decreases when a unit comes under more than a single attack in a given combat round (there are other things which may also cause morale to decrease--cavalry charge--but the "usual way" morale decreases is through multiple attacks occuring in the same turn.
For every attack beyond the first, a unit's morale decreases by 5%.
When a unit's morale drops to 20% or less, that unit is in danger of routing. Routed units become disorganized and panicky, and are easy prey for more stable, organized units.
Chances of Routing
Any time a unit with 20% or less comes under fire, that unit must make a morale check. Take the morale of the attacking unit, minus the morale of the defending unit, and you get the % chance that the unit will route.
Units that have routed will immediately move their full allowance of movement points back toward the side of the battle map where they were placed. This occurs each time the routed unit is subsequently attacked as well.
Attacking Routed Units
Routed units do get to fight back, but because their morale is so low, odds are that they won't do much damage. Any damage sustained BY a routed unit is considered to be half kills, half captures.
Recovering Morale
Any combat round that a unit does not move, attack, or defend itself, that unit recovers 5% of its morale value, back to whatever its standard maximum is.
Reorganizing & Recovering from a Route
A routed unit begins checking to recover from the route once it has at least a 30% morale. Whatever the unit's current morale is, that is the % chance of it recovering from the route on any given combat round.
The Presence of a War Captain with a routed unit increases morale recovery by 5% per combat round.
The presence of a General with a routed unit increases its morale recovery by 10% per combat round.
Other Notes and Miscellany
Only one 'leader' unit (War Captain/General) may stack with any unit stack (but several War Captains could be present in an army).
Only one General may be present in any army.
Cancellation of effect: In instances such as two Rogue Generals facing off against each other, each with the special ability "Scouting" (free turns), the effect is negated.
Things that Decrease Morale:
Multiple attacks to the same unit in the same turn (5% per attack beyond the first)
Cavalry Charges (20%)
Fate Cards played during a battle that declare a reduction in enemy morale (varies)
Being inside the "zone" of a powerful enemy General (5% per round)
Facing an infamous opponent reduces morale by 5% across the board at the start of the battle (the men are somewhat fearful of facing an opponent known for his lack of mercy) - start of combat
Terror - Myrmidon's special ability
Things that slow down the decrease in Morale:
The presence of a general (halves morale loss rates)
The presence of a war captain (halves morale loss rates)
Things that increase Morale:
The presence of a general (stack's morale becomes = to general's morale) - possible radial effect (if a War Captain is inside the Zone of a powerful general, then the War Captain's stack gets the General's Morale, NOT the War Captain's)
The presence of a war captain (stack's morale becomes = general's morale)
Fate Cards played during a battle that declare an increase in your morale
Spending a full combat round not moving, attacking or defending
Awe - Knight's special ability
Combat Experience (Regulars get +10% Morale, Veterans get an additional +5%, and Elites get another +5%)
Forced Marches
Forced Marches can be made both at the Strategic (main map) and the Tactical (Battle map) level.
Sometimes, it is necessary to rapidly move troops from place to place, either to counter a new threatening move or to rapidly get men to the scene of an impending engagement. Forced marches allow you to do just that, but there's a price to be paid.
First, understand that a unit can execute one and ONLY one forced march per turn (or combat round, in the case of a forced march on the battle map).
When the forced march order is given, all units get double their movement points (on the strategic map infantry units are 2 move, mounted units are 4 move - On the Battle map double the unit's movement points). When those units arrive at their destination, they do so at half morale, and minus 2HP. Note that this is a risky way to get troops into position on the tactical map!
Other Notes and Miscellany
Only one 'leader' unit (War Captain/General) may stack with any unit stack (but several War Captains could be present in an army).
Only one General may be present in any army.
Cancellation of effect: In instances such as two Rogue Generals facing off against each other, each with the special ability "Scouting" (free turns), the effect is negated.
******
Explanations to go with version 2.0 of the Tactical Combat System
Calculation of "to hit" chance is as follows:
Attack Value of attacker + (Morale of attacker * 0.75) = Base Chance to hit
Base Chance to hit - Armour Value of defender = % Chance of hitting target
-=Vel=-
Last edited by Velociryx on 18-05-2002 at 17:45
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:19
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I know you've probably beaten this point to death but re: cavalry charges , most times cavalry was implemented in other tactical games as having shock ability. Namely units defending against cavalry charges were subject to a morale check else they would become either disorganized/routed.
Don't know if this level of complexity works for CB, but it simulates the effect of ground troops facing cavalry charges ("seeing the elephant" as it were).
Likewise wall units don't prevent cavalry charges but likewise do not require the morale check. If memory serves there were some good Napoleonic games that had infantry with ability to form squares to fend off cav charges. Squares didn't necessarily prevent the charge from happening as the cavalry would oft times bypass the squares for a softer target deeper in the enemy ranks. Charge/attacks were allowed only in a pie shaped swath based upon the facing of the cav unit and were subject to dispersal from ranged opportunity fire attacks.
Last edited by Ogie Oglethorpe on 14-05-2002 at 23:26
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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LOL....that's true, Spencer, and a good point. 
And, the updates have been made!
Stuff added:
* Notation re: Archers and Cavalry attacking from forested tiles (gives them a negative modifier)
* Short section describing combat bonuses for the various flanking positions (left and right front, left and right rear, and rear attack) - Assumes a hexgrid battlemap.
So....did I leave anything out?
And....now would also be a good time to ask everybody to put on their thinking caps re: more special abilities for the Generals. I came up with one "generic" one and two class-specific ones, but if the interest is there, we could even take that further.
Thing is though....Candle'Bre's only got 60 provinces. Given how long it'd take for a starting unit to get to Elite Status, then participate in and win a sufficient number of battles to generate a War Captain, and THEN to survive enough battles to get promoted to General, it's my suspicion that it'll be a rare game indeed that we see more than a couple of Generals hitting the table in this fashion.
One thing though...for purposes of balance, I'm thinking that we'll need to do some tweaking with regards to The Furies and the Castillar family. Having the Furies start the game with two generals is....way overpowering, given the power of the units as defined here.
One thing I'm thinking of in this regard is simply downgrading the Great Leaders of those houses to War Captains. The other thing would be to make all of the starting forces you buy for yourself at the beginning of the game (turn zero) Elites. This would give everybody at least a chance, right from turn one, to snag a War Captain and start developing him.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Re-balancing idea
Here's an initial sketch of what the starting forces might look like, along with a rough estimation of the re-balanced Neutral prov. forces:
Starting forces:
Castillar: 1 General (Lady Ahnwick) (Promoted from the Ranks of Infantry)
Fury: 2 War Captains: Lord Stephen, Lord Michael (both WC’s were promoted from the ranks of Cavalry)
Wizards: 1 General (Bezzamarrabizzarra) (Promoted from the ranks of Archers)
Council of Seven: 1 General (Lord Keldarren The Silent, of MistHaven) (Promoted from the ranks of Infantry)
Mourngrym: 1 General (Lord Edwin Mourngrym) (Promoted from the ranks of Mercenaries)
In light of these additions, the defending forces for neutral provinces will now be calculated thusly:
Economic Value/10 = Number of Infantry guarding the province
Economic Value/10 = Number of Archers guarding the province
# of Infantry * 0.5 = Number of Mercenaries (round up) guarding the province
So…your pretty standard 30-40g province will now be occupied by 3-4 Infantry, a like number of Archers, plus two Mercenaries (the computer will be set to automatically pay the maximum bounty for the neutral Mercs). That should add some sting to it.
-=Vel=-
* Velociryx smiles wickedly and turns his full attention to dreaming up new Wonders and stuffages....
Last edited by Velociryx on 15-05-2002 at 22:34
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