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<blockquote data-quote="Jack7" data-source="post: 4659087" data-attributes="member: 54707"><p>Haak, I personally happen to love <em>Foyle's War</em>. He's a helluvah Dick for his time, and his cases are often quite fascinating. I like the way he plays close and ruminates on things carefully before really disclosing anything, even to his fellows.</p><p></p><p>Sounds like you run some interesting campaigns.</p><p></p><p>You also reminded me something about mercenary forces. I need to construct different morale, discipline, and combat dedication rules for them than for standing, professional, or even amateur forces.</p><p></p><p></p><p></p><p>That's generally they way most of my parties fight now CF. As Special Forces units.</p><p></p><p></p><p>So far, for the <strong><span style="color: DarkRed">Rules of War</span></strong> I am devising Rules for: </p><p></p><p>Terrain and obstacles</p><p>Maneuver and movement</p><p>Weather</p><p>Battlespace Magic - magic user involvement</p><p>Battlefield Miracles - clerical involvement</p><p>Communications between forces - for instance if two or more players take command of separate force units can they communicate effectively before or during battle, or are they cut off from one another</p><p>Resupply and logistics - ditto</p><p>Special Forces Operations</p><p>Special Units - war dogs, elephants, magical creatures, monsters</p><p>Cavalry and Heavy Units</p><p>Weapons Employed</p><p>Armor and Defenses</p><p>Artillery and ammunition</p><p>Special Weapons and Technological advantage</p><p>Fixed emplacements and fortifications</p><p>Experience (untested, mercenary, veteran, etc.)</p><p>Leadership and force morale</p><p>Heroic company - Character players as unit forces or unit commanders</p><p>Determination or surrender</p><p>Strike bonuses</p><p>Defensive bonuses</p><p>Espionage</p><p>Ambush</p><p>Skirmish lines and skirmish engagements</p><p>Force density and outnumbering opponents</p><p>Politics - not very important in single battles, but an important consideration in long campaigns or during periods of extended warfare</p><p></p><p>Special Modifiers - like race, size (giants - a character race in my setting, but giant characters are between 7 and 12 feet tall), expertise, sabotage, etc.</p><p></p><p>I'm gonna leave operations and planning factors all to the players, War Combatants, and Commanders.</p><p>Let all that kind of stuff be strategic and unmodified based on the behavior of those responsible for organizing their war parties.</p><p></p><p>When it comes to combat I hope to devise a system that will resolve everything in dual combat rolls, one for attack, one for defense, each time combatants engage. And a good defense roll might have counteractive effects upon aggressors.</p><p></p><p>That's what it is looking like so far.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4659087, member: 54707"] Haak, I personally happen to love [I]Foyle's War[/I]. He's a helluvah Dick for his time, and his cases are often quite fascinating. I like the way he plays close and ruminates on things carefully before really disclosing anything, even to his fellows. Sounds like you run some interesting campaigns. You also reminded me something about mercenary forces. I need to construct different morale, discipline, and combat dedication rules for them than for standing, professional, or even amateur forces. That's generally they way most of my parties fight now CF. As Special Forces units. So far, for the [B][COLOR="DarkRed"]Rules of War[/COLOR][/B] I am devising Rules for: Terrain and obstacles Maneuver and movement Weather Battlespace Magic - magic user involvement Battlefield Miracles - clerical involvement Communications between forces - for instance if two or more players take command of separate force units can they communicate effectively before or during battle, or are they cut off from one another Resupply and logistics - ditto Special Forces Operations Special Units - war dogs, elephants, magical creatures, monsters Cavalry and Heavy Units Weapons Employed Armor and Defenses Artillery and ammunition Special Weapons and Technological advantage Fixed emplacements and fortifications Experience (untested, mercenary, veteran, etc.) Leadership and force morale Heroic company - Character players as unit forces or unit commanders Determination or surrender Strike bonuses Defensive bonuses Espionage Ambush Skirmish lines and skirmish engagements Force density and outnumbering opponents Politics - not very important in single battles, but an important consideration in long campaigns or during periods of extended warfare Special Modifiers - like race, size (giants - a character race in my setting, but giant characters are between 7 and 12 feet tall), expertise, sabotage, etc. I'm gonna leave operations and planning factors all to the players, War Combatants, and Commanders. Let all that kind of stuff be strategic and unmodified based on the behavior of those responsible for organizing their war parties. When it comes to combat I hope to devise a system that will resolve everything in dual combat rolls, one for attack, one for defense, each time combatants engage. And a good defense roll might have counteractive effects upon aggressors. That's what it is looking like so far. [/QUOTE]
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