Trench wars!

For all those games that happen to not be BrikWars

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OREMAWESOME1234
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Trench wars!

Post by OREMAWESOME1234 » Mon Aug 09, 2010 9:30 pm

All right I have come up with an Idea: You design some kind of bunker(with paper photoshop your troops positions) and you roll a d6 to see if you hit an enemy. 2 4 6 hit and 1 3 5 miss


Positions: 10 left

1 Dilanski :10 troopers

2 Naussica :10 troopers

3 :10 troopers

4 :10 troopers

5 :10 troopers

6 :10 troopers

7 :10 troopers

8 :10 troopers

9 :10 troopers

10 :10 troopers

11 :10 troopers
Last edited by OREMAWESOME1234 on Wed Aug 11, 2010 9:07 am, edited 5 times in total.

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dilanski
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Post by dilanski » Mon Aug 09, 2010 9:51 pm

Image

Blue arrows are troops, tank is just for show.
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solvess
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Re: Trench wars!

Post by solvess » Mon Aug 09, 2010 9:57 pm

OREMAWESOME1234 wrote: Positions: 11 left

1 Me:10 troopers

2 :10 troopers

3 :10 troopers

4 :10 troopers

5 :10 troopers

6 :10 troopers

7 :10 troopers

8 :10 troopers

9 :10 troopers

10 :10 troopers

11 :10 troopers

Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
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Arkbrik
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Re: Trench wars!

Post by Arkbrik » Tue Aug 10, 2010 7:16 am

OREMAWESOME1234 wrote:2 4 6 hit and 1 2 3 miss
But what if you roll a 5? Or for that matter, a 2?

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OREMAWESOME1234
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Re: Trench wars!

Post by OREMAWESOME1234 » Tue Aug 10, 2010 7:24 am

Arkbrik wrote:
OREMAWESOME1234 wrote:2 4 6 hit and 1 3 5 miss
also if you get a 6 your troopers kill 3 enemys, 4=2 enemy dead, 2=1 enemy dead
Last edited by OREMAWESOME1234 on Tue Aug 10, 2010 7:37 am, edited 1 time in total.

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OREMAWESOME1234
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Post by OREMAWESOME1234 » Tue Aug 10, 2010 7:35 am

dilanski wrote:Image

Blue arrows are troops, tank is just for show.
Approved and and ever 3 turns you can edit your base with like a second part of the base I.e. underground extention like a barracks.

Buildings!


barracks: adds five more posible soldiers.

garage: might add 2 more spaces you can use for a vehicle like a jeep or apc

Armoury: Here is where you do recuiting for more men but 5 troopers take 2 turns. 1 jeep/apc takes 2 turns to get to base

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OREMAWESOME1234
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Post by OREMAWESOME1234 » Tue Aug 10, 2010 7:43 am

dilanski wrote:Image

Blue arrows are troops, tank is just for show.
what is that black box at the back of your building?

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OREMAWESOME1234
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Re: Trench wars!

Post by OREMAWESOME1234 » Tue Aug 10, 2010 8:31 am

solvess wrote:
OREMAWESOME1234 wrote: Positions: 11 left

1 Me:10 troopers

2 :10 troopers

3 :10 troopers

4 :10 troopers

5 :10 troopers

6 :10 troopers

7 :10 troopers

8 :10 troopers

9 :10 troopers

10 :10 troopers

11 :10 troopers

Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
you want a spot? and I edited the list

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solvess
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Re: Trench wars!

Post by solvess » Tue Aug 10, 2010 8:45 am

OREMAWESOME1234 wrote:
solvess wrote:
OREMAWESOME1234 wrote: Positions: 11 left

1 Me:10 troopers

2 :10 troopers

3 :10 troopers

4 :10 troopers

5 :10 troopers

6 :10 troopers

7 :10 troopers

8 :10 troopers

9 :10 troopers

10 :10 troopers

11 :10 troopers

Looks to me like there are 11 total spots and you took one, do the math (or should I cause obviously you can't)I believe there are 10 spots left contradictory to what you are saying.
you want a spot? and I edited the list
no no thanks.
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Post by dilanski » Tue Aug 10, 2010 10:17 am

OREMAWESOME1234 wrote:
dilanski wrote:Image

Blue arrows are troops, tank is just for show.
what is that black box at the back of your building?
Computer and control pannel.
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naussica
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Post by naussica » Tue Aug 10, 2010 9:51 pm

I'll have a spot, I'll make my fort tommorow.

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OREMAWESOME1234
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Post by OREMAWESOME1234 » Wed Aug 11, 2010 9:10 am

Trench Wars!
Test Rule set V1
credit goes to dilanski
Play

The game of trench wars should be played on a 10*10 battlefield with a 3*10 build/launch area on each side of the grid. Each player will get a 5*3 area on one side of the board and will team up with another player who will get the 5*3 area next to him. On the 5*1 row at the back of the board (the row with no others behind it) he can only build buildings on it, the middle row can only have fortifications placed on it, and the front row is used to deploy units. At the start of a game each player puts one Resource Depot and a Command Centre each in one of his building grid squares; he also has 10 resources to start with.
Players take it in turns, in each of their turns they conduct the following phases-
Standby-You get your resources from your Resource Depot(s).
Build-You can build or demolish Buildings, Fortifications and deploy Troops.
Action-You can move troops or attack.

When you build a unit, it is deployed in one of your deployment zones; only one troop can occupy one zone on the board. Troops can move forward, backward, sideways or diagonally their movement rating. A Unit can attack other units in range of their attack, a target must be un-obstructed. Units can do damage to enemy buildings once they’ve broken through fortifications.

A player is knocked out if his Command Centre is destroyed, the first team to knock out both enemies wins.

Buildings

Command Centre
Cost-NA
Armour-10
The command centre is your underground bunker of operations and houses your commanders and all tactical information.

Resource Depot
Cost-8
Armour-8
The resource depot is where all your resources for building are collected. For each one you get +4 resources each turn.

Vehicle Workshop
Cost-6
Armour-8
A building for building and maintaining vehicles, required to build them.

Forward Air Command
Cost-12
Armour-4
A building allowing you to call an airstrike every other standby phase, it does 4 points of damage to any enemy building or unit.

Fortifications

Small Entrenchment Trench
Cost-2
Armour-8
Attack Range-1
Attack Damage-3
Trenches are good basic defence, they’re cheap and well defended but don’t do much damage to enemy armour.

Sniper Box
Cost-2
Armour-6
Attack Range-4
Attack Damage-3
Increased range defence.

Anti-Tank Gun
Cost-4
Armour-2
Attack Range-5
Attack Damage-6 (-5 damage on enemy Soldier units)
Best Way to counter enemy armour, but has weak armour and can easily be bypassed.

Units

Soldier
Cost-1
Armour-2
Move-2
Attack Range-2
Attack Damage-3
The soldier is the simplest unit that can be deployed.

Machine Gun Squad
Cost-1
Armour-2
Move-1
Attack Range 2
Attack Damage-4
MG squad is a heavy unit to deal out more damage.

Tank
Cost-4
Armour-7
Move-3
Attack Range-4
Attack Damage-5
Tanks are mobile fortresses of death, able to storm battlefields wiping out all in their path.

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Post by RagnarokRose » Wed Aug 11, 2010 1:31 pm

Um... yikes? Let's avoid the finagling and just link you to Picture Wars, eh?
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RJ
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Post by RJ » Fri Aug 13, 2010 4:25 am

Because that means less activity on the BrikWars forums :roll:
dilanski wrote:Have your imaginary balls exploded all over the keypad or something?

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Post by stubby » Fri Aug 13, 2010 11:30 am

RJ wrote:Because that means less activity on the BrikWars forums :roll:
Sounds good to me!

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