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Made in us
Erratic Knight Errant





Siege of Seringapatam
General Arthur Wellesley VS Tippu Sultan

General Arthur Wellesley has moved across the Indian continent smashing through the Mysore defenses and leaving the dead in his wake. There is no subtly in this rampage, the British are here to kill. He has led his loyal British troops to the walls of Seringapatam, a mighty fortress enclosed on all sides by a river, the north and south Cauvery. The British set up camp south of the fortress a thousand yards from the riverbank. Inside besieged by the English, Tippu and his warriors gathered, armed to the teeth with all manner of explosives and a healthy supply of muskets and other, larger, forms of destruction. Whatever the outcome, it was to be a bloody battle, one that would forever determine the British conquest of India.

Picture of Seringapatam: http://www.tigerandthistle.net/images/5_1map.jpg

If your a British force your goal is to take the fortress, if your a Tippu force you must repel the invaders, good luck.

Basic Rules of the game:

The game is played in rounds first the British forces choose what actions they will attempt, then at the end of the turn, the Tippu’s forces will react. At the end of both turns the actions are resolved,( by me ) and the fight continues. A turn is probably going to be 12 hours, so each day a turn will end, this may be a bit slow so we will see how it goes but i want everyone to get a chance to play, also the turns may vary slightly in length due to the fact that i need to sleep .

units may not charge over walls or do other impossible tasks. a unit does not receive a charge bonus for charging a defended obstacle, a defended obstacle is one where in a previous turn an enemy moved to it and "defended it."

When you choose your action please only 1 post. Also, you may not edit this post; think before you act because your decisions are final. (should you decide to edit an action post your troops will decide that instead of following actions they will simply mill about or run away, depends on how mean I'm feeling )

Example of action post:

Unit A: fires at attackers in causeway
Unit B: attempts to repel ladder’s,
Unit C: fights on against the enemies on the wall.

Side note: instead of Unit A use the actual name for example, highlander regiment 1

Any post that is just talk or questions may be posted however actions posts should begin “ACTION POST:”

Each player takes command of 1 regiment from either the Tippu’s army, or the British army. Once you have picked which regiment you will lead you will create a character that will represent themselves on the field of battle, (more on character creation in a minute). After choosing your regiment (only 1 player per regiment, so if your gun ho on being the engineer sign up early), I will PM you with the stats and special abilities of your regiment. If we don’t get enough players you will be allowed to take control of multiple regiments, on a first come first serve basis (Note: you may NOT have regiments in both armies that would be cheating! ). if we have more players wanting to play then we have regiments, more regiments may be added, so don’t be afraid to ask.

Once all regiments have been given a leader, there will then be a wait period where you should contact your fellow officers and decide how you will fight the battle based on your units. Imagine you are a commander here, if it’s something you could plausibly do, then you can do it. Don’t feel restricted by any conventions I put in place. If it’s plausible then use it to crush your enemies.

Combat Rules
A unit will automatically fight if the opponent has elected to fight unless you wish your unit to run or do some other action.
in close combat, ignoring other modifiers that i decide upon, a unit subtracts form their armor the amount of Melee attack that the other unit has. i resolve this but i thought you guys should know.

Units will almost certainly run before their armor is at 0

units count as loaded where applicable at the beginning of the game

Character Creation:

You will create a character which will represent yourself on the battlefield. He will be placed in one of your units, this may not change (for simplicities sake), so choose his location wisely. He grants buffs to his unit depending on which you got for him. Each character is allowed 1 buff.

No one gets to play as Sir Arthur Wellesley or as the Tippu, sorry guys

Buffs:

Inspiring leadership: His unit will not flee from the battle as easily and will stand in the face of a cannonade and hold their ground, theoretically (+1 morale)

Task master: this man insures his unit is spit spot. Not a speck of dust in any of their equipment. Units led by a man with this buff will never misfire

Quarter Master: this man has ensured his troops are well supplied; they have double the normal amount of ammunition.

Law Enforcer: this man is greatly feared by his men; even in a prolonged siege they will not defect for any reason. The fear of the lash is too great.

Great Hero: this man may attempt to rally his broken unit to him in melee combats.

Eagle Eye: this man has long been shooting with his preferred choice of weapon and can accurately gauge distances. Units led by this man are far more likely to hit their targets than those without. (+5 accuracy)

Blood Thirsty: this man loves the smell of blood. In melee combats his unit fights with the same ferocity and is given large bonuses to their combat abilities. (+1 melee attack, +3 charge bonus)

Example of Character:

Name: Rama
Physical description: (this is for rpg’ing more than game play) dark skinned, tall, heavily built
Psyche: (this is for rpg’ing more than game play) angry and aggressive
Buff: Blood Thirsty
Unit Led: Kurdesh Hillmen

British regiments:

Engineers (heavy guns for knocking down walls)
Light Dragoons (mounted light infantry)
Horse Guards (your basic run of the mill heavy cavalry)
British line Infantry (yup the bread and butter of the army)
Highlander Line Infantry (elite units of line infantry from the Scottish region)
Forlorn Hope (comprised of all manner of soldiers, these men are first through the breach in a wall, they are expected to die horribly for the good of the army, but there’s great riches if you survive…..)
Grenadiers (heavily armed men who carry explosives which can be chucked at the enemy)
Light infantry (lightly armed, excellent for climbing walls and shooting but don’t bother throwing them in melee, they’ll die)
Green Jackets (the very elite light infantry skirmishers, these guys are scary but die very easily)
Scrazza- Riflemen (light infantry, few in number, but armed with grooved long barrel rifles for great range and accuracy)

Mysore regiments:

Heavy Weapon Teams (super heavy guns, and of course the delicious rocket batteries)
Sipahis (lancer Cavalry devastating charges but not much use afterwards)
ShaturnalCamel gunners (mounted light infantry)
Hindu Musketeers (Your basic run of the mill line infantry, while not as disciplined as British troops, they make up for it with numbers)
Zamindari Pikemen (armed with long spears and no form of ranged weapon, they are vulnerable to missile fire, but pack enough together in one space and charge and they will make a mess of any foolish enough to attack them)
Kurdesh Hillmen (these men from an early age learned to fight with any weapon available to them, though their muskets are not highly effective they are fierce warriors who bear long Tulwares into battle with deadly results)
Desert Warriors (Harsh and bloody men, they fight with what they have at hand and would rather die in battle then run from a fight)
Ghoorkas (extremely loyal light infantry fighting with a Tulware and shield, though they may look nonthreatening they are extremely deadly warriors)
Dervishes (armed with a long straight blade they fight with no armor and little discipline, they are simply berserkers who tear great holes in the enemy lines, they also inspire troops around them to fight on)
Dahomey Amazons (elite infantry, and yes girl power! Character is female who leads this regiment)

M (Morale): How disciplined your soldiers are.
R (Range): How far your troops can shoot
Ac (Accuracy): How accurate your troops are at shooting
RS (Reload Speed): How quickly your troops re arm themselves
Am (Ammunition): How many shots your unit can take before they are only left with melee
MA (Melee Attack): Units damage in melee
CB (Charge Bonus): Added to MA during a charge of unit
Arm (Armor): Amount of damage a unit can take before it dies

I would like to take this time to say I’m sorry for any historical inaccuracies, if there’s something that’s just glaring obvious and driving you crazy please PM me about it and I will try to adjust accordingly, thank you.

Please post your character and regiment you want to lead, I will then put your name next to it so that everyone knows it’s off limits and i will send you your unit card/cards.

Questions? PM me

This message was edited 7 times. Last update was at 2010/08/22 19:06:43


 
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

I'll join! I am very interested about this time period.

I am a british

Name: Roger Evans
Rank: Major
Physical description: see picture
Psyche: Calm, full of patience and knows where to direct his fire, so it can cause a lot of damage.
Buff: Quarter master
Unit led: Riflemen
[Thumb - IMG_1266.JPG]

This message was edited 1 time. Last update was at 2010/08/19 12:52:38




 
   
 
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