Path of Conquest -Signups-

Welp I'm sad. Bowser chose you over me. Oh well, because with Invasion rules, I'll still be able to join, muahahah. :p

Remember though - as you'll be joining the battle alongside your allies as your own unit for this one. If you die, you'll be unable to complete the main objective, though you still can annihilate your opponent so watch out for that!
As for which board you'll play on...

Mage Spire Was Chosen!
(Dang it I still have to finish this one up. :p)

Now before I make the game topic I'll need both your armies. Please send them in via a PM or something as soon as possible so I can setup the match! You can change it anytime before setup begins too.

Remember, the Army Limit is 45. You also have a special unit as well - their(your) stats are set by default to HP : 8, Atk : 2, Mov : 4, however within setup you must also tell me an asset(beneficial) and flaw(weakened) stat you wish for said unit to have (if you want the default stats you can make both the asset and flaw the same. :p). To note the changes with these will be HP-2, Atk-1, and Mov-1.
 
GrandStarGalaxy said:
Never played a game like this before. (Other than chess and other board games.) Are the rules hard to learn?
Hmm... let me see how I can relate this to chess then to easily explain... though it's not too difficult.

Basically, there are 2 sides (Red and Blue), and the objective is to, for the most part, eliminate your entire foe's army. You can create your own army by using any combination of units/structures/items from the lists on the first post, making sure that the total Cost Value of them all do not exceed the maximum limit (which is currently 45).
Each unit can only carry 1 item each (excluding soldier due to ability) and structures can also be chosen to be upgraded for an additional cost if wanted.
During setup, every unit starts on your team's fortress and moves once in order to set their starting position, so long as they don't pass the setup barrier. All Structures can be placed anywhere within the barrier however.

Both those parts above are probably the most complicated parts of the whole game. I'll be guiding everyone though those parts too so it's nothing to get too worried over.

Once in the game, you only need to worry about the unit's stats and ability.
Stats are simple - they all do the following -
HP - remaining life before killed
Atk - damage the unit deals with their normal attack (Structures don't have this)
Mov - the number of spaces the unit can move each turn. (Structures don't have this as they can't move)

When it's your turn, you can move as many of your units as you want.
The only thing you need to keep track of is what kinds of spaces there are around the board (as some don't allow you to pass through them). Otherwise, when you use a unit, you move them (up to their total Mov - no diagonals), and then can perform one of the following actions - Attack an adjacent (non-diagonal) opponent, use their special move, or use a usable item. After that, their turn ends (and you can move any number of other units until you have no more left to move).

(Structures are simpler than units, as they cannot move and possibly may not have a special move as well).

All units and structures have either a special move or ability.
Abilities are detonated in Black on the tables - these are things you don't have to worry about - they activate when they're needed, but can be very useful.
Moves are detonated in Maroon on the tables - as listed above, you can choose to use these after moving. If they have a Rng listed on them, then you can use them on any square within the listed range away from your unit's end position (again, no diagonals). This will cause an effect to happen based on what the move it, whether it would be a ranged attack or a helpful boost. This you'll have to reach up the chart to make sure what each unit/item can do.

Otherwise, that's it. It's not too difficult if you understand the general gist of it - Make an army up to the listed value, Move within their Mov range, if they lose all their HP they are removed from the board, they all have 1 ability or move which you can look up, and simply try to eliminate your opponent or complete the game's objective (of whichever one you choose).

And finally, diagonals are not adjacent.


I'm hoping this isn't too complicated - didn't want it to be that way. :p
 
GrandStarGalaxy said:
I guess I'll try this out if anyone wants to battle.
BossBlitz88 said:
GrandStarGalaxy said:
I guess I'll try this out if anyone wants to battle.
I'm interested, so I'll give it a go as well since we've never really had any rivalry.
:eek:
Well great so see you both sign-up for this! In that case, let me just first of all say thank you both for joining!
You two will be against each other because that's how I"m going to be doing it - so if you wish to create your armies now you may so via PM.

Just remember that your army limit is 45 each. Few points as well - items must be equipped to a unit, and cannot be traded between them (to less complicate things). Once you send in your army, you may send another PM for any army revisions as well before the game begins.

Now that you two are set for battle, let's get to determining what kind of battle you wish to have...

Below I have a list of battle objectives and maps. The list will expand as I work on it more but for now it's a decent-size I'd think. You may both choose which ones you want, and I'll pick randomly out of both your options.
  • Conquest : The basic battle mode. Each player resides on their side of their map, with a fortress to protect. Have any unit reside on the opponent's fortress for an entire turn in order to win the game!
  • Commander Conquest : Join the battle alongside your army! A special unit will be added to both of your sides to represent yourselves. Have this unit reside on the opponent's fortress for an entire turn in order to win the game! However, if that unit dies, you will lose the battle regardless.
    NOTE : This special unit's stats are set by default to HP : 8, Atk : 2, Mov : 4, and Value : 0, with no special ability. You may also adjust this unit's stats slightly during setup if wished.
  • Invasion : It's time to conquer new lands! Unfortunately, no only do you have the opposing army to deal with, but another army is working to conquer the same land as you! Have your special unit reside on the 3rd army's fortress in order to win the game! Destroying the other player's army will still count as a win even if you lose your special unit.
    NOTE : You will have a  special unit automatically in your army, it's stats set by default to HP : 8, Atk : 2, Mov : 4, and Value : 0, with no special ability. You may also adjust this unit's stats slightly during setup if wished.
    A 3rd Neutral Army will also be in the battle, controlled by me (I won't be trying to destroy you guys though don't worry).
    Not all maps are playable with this setup.
-no image avaliable-
A basic, open battle arena, perfect for determining which army is stronger!
Circular in shape, it features nowhere to run, and nowhere to hide, so get fighting!
48xfcNk.jpg

The inside of a royal's castle. Maybe it could even be your own kings?
Doorways and tight hallways help provide some close-quarters combat, but watch out for those shooting above the walls!
Note - Walls are Impassible by fliers.
Map is eligible for Invasion rules.
MzG5ccD.jpg

A wide-open field which is commonly known for the numerous battles that have gone about it in the past.
While very open in nature, the trees can block movement if you can use them to their fullest potential!
Map is eligible for Invasion rules.
0jKCXMF.jpg

note - board isn't complete yet as indicated by the while spots which represent some sort of obstacle.
An old spire once home to the mages of the land before being destroyed in war.
Walking onto the warp pads will send you to the other one with the same colour, but watch out as they tend to change their destinations at times!
Note - Walls are impassable by fliers, but the other obstacles are passable by them only.
Map is eligible for Invasion rules.
2IT3Ha0.jpg

A murky unsuitable for any form of battle, but is commonly fought for that particular reason.
Mud will slow down all units whom try to pass it, and will make them sluggish if they spend too much time in there! There's also unstable ground with the potential for mudpits that can trap your units unexpectedly if passed, so extreme caution is recommended!
...in all games do note that annihilation of the enemy's army will result in a win. The simpler options are higher-up on the lists. :p
 
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