Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2012/06/17 10:36:19
Subject: Total Domination - A Strategy and Roleplay Game - The War Table
Faction:
These people live in the arrid rocky highlands. Mainly farmers and craftsmen, they don't really rely on trade with other nations as they farm to sustain themselves. Scattered tribes make up the empire, everyone having to work the fields for their lord in return for land and protection. They are a hardy people use to a harsh cold climate and famine. They lack proper leadership from their selfish lords and falter in battle due to nearly the entire army being conscripted. They worship the Emporer, believing him to be born from the god of war Marsus. Marsus' wife Florine is the goddess of peace and their evil firstborn Hargow is the god of disarray.
Units:
Militia: Landwehr- Meaning "protectors" they are conscripts armed poorly and lacking any armour they are only good for manning defenses and absorbing blows from the enemy. Good vs infantry while defending, weak vs anything else.
Basic Melees Infantry: Warriors of line- Mecernaries, bandits, and volunteers from around the empire. Given spears, stone axes and crude armour they are the main force. Good vs infantry, weak vs Cavalry.
Ranged infantry: Huntsmen- Armed with hunting bows they are accurate shots, having been raised with a bow in hand. Good vs anything at range, weak in melee combat especially cavalary.
Elite Units: Emporer's Sons- Armed with long spears they are excellent in formation and high in moral. Good vs infantry and cavalry, weak vs ranged attack.
Artillery: None
Light Cavalary: Archers of the Plain- Skirmishers on horseback they are excellent shots while also mobile. Good vs militia in melee, good at range against all units, weak vs heavy cavalary.
Heavy Cavalary: Lancers- Charging with needle like tips on there spears, they smash through infantry. Good vs infantry, weak vs Light cavalary.
Costs:
Unit Costs: Balanced
Number (N) Ability (A)
Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 60.................A 2
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 50....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30.................... 4
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 20.................... 6
Artillery- Cost 250 gold- up keep is 12 gold per turn...................................... 2......................5
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................20....................7
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................15.....................8
Cost to build.................... (B) and repair (R)
Barracks.......................... (B) 500 (R)150
Traders and Banking.... (B) 600 (R) 200
City.................................... (B) 600 (R) 150
Farmland ........................(B) 350 (R) 50
Cultural ...........................(B) 700 (R) 250
Industry ...........................(B) 650 (R) 200
Secret......................... ....(B) 800 (R) 300
Point Costs:
1) Industry produces materials- 5 points. Every point supplies 100 units in your amry. The rest can be used on giving ability or stored/sold
2) Farms produce food- 5 points. Every point feeds 1000 people. The rest may be stored or sold.
3) University produces knowledge- 10 points. They may be spent on your tech tree until you reach the next level (50 points) or stored and sold.
*Always round up to the nearest 100 when feeding your population or supplying your army.
Diplomat: 350 gold and is produced from a Trading and Banking capital.
Spy: 450 gold and is produced at a Barracks.
Assassin: 600 gold and is produced at a Secret Capital.
Generals: 600 gold and is produced at a University.
This message was edited 9 times. Last update was at 2012/06/19 12:50:21
2012/06/17 11:59:14
Subject: Re:Total Domination - A Strategy and Roleplay Game - The War Table
Description:
weakness - The worlds air is toxic to them, and so they have to wear respirators constantly when not within yheir cities.
strengths - Thymeans are remarkably durable against harm.
religion - Church Of The larva Lord, a religion based around the belief that their leader, The Spawn of the stars, will undergo a metamorphesis at a crucial time.
Government - totalitarian
People - militant
Units:
Militia: Ghouls - The basic member of the Straeki. Human hight, grey skin, not muscular, but wiry and well built. Faces always covered with high-tech respirator devices, no outsider has ever seen any of their faces. Clawed hands and feet. Strong on the offensive, weak vs everything else.
Basic melee Infantry: Rack-ghouls - the genetical enhanced members of the Straeki, modified slightly to give an advantage over the standard. Taller and slightly stronger than ghouls. Carry finely carved, brutaly jagged blades, a mark of their rank. Rack ghouls are subject to glowing red eyes and strange bone development, giving them various petrusions and blades, especialy on their backs and they are often hunched over. Good balance of offense and defence. Weak vs cavalry.
Ranged infantry: Blackhoods - A mystery to outsiders, the respected elite of the Straeki, the physical apearance of Blackhoods is not currently known, as they constantly bedeck themselves in black, carapace-like armour and ornate masks. Their name comes from their black hoods which they constantly wear over their masks. Their signiture weapon is a crossbow-like weapon which fires bolts soaked in a horrific toxin, meaning that if the bolt doesn't kill the target, they will be crippled or killed by the venom. Great at range, poor at melee
Elite Units: Blackhood elite - These are the elite of the elite in Straeki culture, greatly respected by all, and given the best weaponry and equipment available. Some genetic quirk, which marks them out at 'birth', detirmines their rank, the quirk being a hulking and tall figure, which makes them physicaly superior to Blackhoods and even the Rack-ghouls. Strong at range and melee against all. Vulnerable to range.
Artillery (advances into cannons, howitzers) - None.
Light Cavalary (this may advance into transports): Spawn riders - In many situations, battle or transport, ghouls may ride upon the creatures collectivly known as 'spawn'. The physical appearance of these creature can vary, but the basic form is fairly large and quadruped, with long muzzles and maws full of hooked fangs. Spawn possess no eyes with large ears, and so take on a slight bat-like aspect. Spawn have incredible reaction times and are capable of extremely quick movement, making them ideal light and fast cavalry and scouts. For some, unknown reason, the Straeki and the spawn share a great affinity, they never attack one another, and the spawn will not object to being ridden. As such, they need next to no training to be ridden. Good at melee and ranged, weakness is heavy cavalry.
Heavy Cavalary (advances into tanks): Nihilus knights - Ever so often, a spawn is found that is larger, stronger, smarter and tougher than its kin, a perfect specimen. When these are found, the strongest of the Rack-ghouls may be sent to take it in and have it as a mount. In combat the Nihilus nights and raging juggernauts, the brute strength and speed of the spawn combined with the inteligence and tactical mind of the Rack-ghoul. Good vs cavalry and melee, weakness is range.
Unit Costs: Balanced
Number (N) Ability (A)
Militia- Cost 50 gold - up keep is 2 gold a turn...........................................N 60.................A 2
Basic Infantry- Cost 100 gold- up keep is 4 gold per turn............................ 50....................3
Ranged- Cost 150 gold- up keep is 5 gold per turn...................................... 30.................... 4
Elites- Cost 200 gold- up keep is 10 gold per turn........................................ 20.................... 6
Artillery- Cost 250 gold- up keep is 12 gold per turn...................................... 2......................5
Light Cavalry- Cost is 250 gold- up keep is 15 gold per turn.......................20....................7
Heavy Cavalry- Cost is 350 gold- up keep is 20 gold per turn.....................15.....................8
Cost to build.................... (B) and repair (R)
Barracks.......................... (B) 500 (R)150
Traders and Banking.... (B) 600 (R) 200
City.................................... (B) 600 (R) 150
Farmland ........................(B) 350 (R) 50
Cultural ...........................(B) 700 (R) 250
Industry ...........................(B) 650 (R) 200
Secret......................... ....(B) 800 (R) 300
Technology Costs: Balanced
Farms: Produces 5 points- 1 point feeds 1000 people
Industry: Produces 5 points- 1 points supplys 100 troops
University: Produces 10 points- 50 points to level up
This message was edited 1 time. Last update was at 2012/06/19 12:22:18
2013/06/26 06:19:05
Subject: Total Domination - A Strategy and Roleplay Game - The War Table
Its been a long time I played strategy game and I think it is my opportunity to try this one since I'm really looking for a game to play for. Thanks for this info.