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Da Black Gobo
02-19-2005, 01:31 AM
I posted these once when discussing new games and ideas. Since we have a area now for homebrewed ideas, I thought those that are waiting for a new release, or if the release is a dud can always try these ideas for something different.

If you wish for a faster game, then A: captured Generals are removed. and B: end the game 6 turns after the empire goes into full inflation. The player leading at the end of a complete round of play wins.

The Variant Combat System:
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Combat is simultaneous.Each combat unit add a number of dice which is rolled together, after both players roll, hits are removed. The players chose the hit for thier own forces. Defenders roll first. Then attacker, after units are removed by hits the attacker may retreat, if he choses to continue the attack the defender may retreat, if the defender stands another round of combat takes place.

Each infantry rolls 1 die.
Each cavalry rolls 1 die
Each ship rolls 2 dice.

Example: general invade enemy territory with 4 inf. and faces general with 3 inf. Defender roll 3 dice and the attacker 4. All dice are rolled and 1's or 2's hit. (Use different color dice for different to hit numbers.)

I know it sounds bland but wait till the Combat advantages kick it.

There are two different advantages:Combat and Defence.

Defence advantage +1 if defending in a city region
Defence advantage +1 if defending a fortified city region.

If you have Cav. and enemy doesn't +1 combat advantage
If Legion is led by Caesar +1 combat advantage
Each catapult +1 combat advantage

Combat advantages and how they work. Unlike the original game, my combat advantage work differently.

All defence advantage give player +1 on all thier dice! So Defending a fortified city, all defenders will hit on a 1, 2, 3 or 4!!!

Catapults reduce defence bonus by 1 per catapult. So in the above example 2 catapults would negate the fortified city defence. Catapults also give +1 combat advantage, more on that in a moment.

Cavalry have a special ability, other than giving a combat bonus if enemy has no Cavalry. The ability is in retreat. When a enemy retreats if you have more Cavalry than the retreating enemy you may make a pursuit. For each cavalry in excess to the enemy roll a die. Each 1 or 2 rolled the retreating player loses a unit of his choice.

Combat advantages. for each advantage you have, your to hit on 1 die is raised. Example Player a has a +2 advantage so 2 of his dice may be raised by 1 or 1 of his dice may be raised by 2.

Combat advantages and Catapults. Catapults while giving a combat advantage, never give the advantage to themselves or other Catapults.
Example Player A has a legion with a Caesar, 2 catapults and 1 infantry. So he rolls a total of 3 dice, one for the infantry and 1 each for the two catapults. Since the Catapults can't give themselves a advantage, he could give one die +3 or, because of the Caesar, 1 die +1, and one die +2.

Note: the above rules fixes the catapult problem but still keeps them worth the cost in the basic game. The advantage of Cavalry is not in strenght now, but in their abilities to confer a bonus and in retreat. So the cost is still in line with the model. The defensive bonus is very powerful and forces players to invest in catapults to lay seige to thier enemies. Note, I haven't limited the players in what to buy, but rewards the player that buys a balanced force.

The Barbarian Invasion rules:
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All the following territories border the Northern barbarians: Germania, Rhetia, Noricum, Pannonia, Dacia, Moesia. All the following territories border the Southern Barbarians: Armenia, Mesopotamia, Arabia Petrea.

Barbarian invasions can begin after the start of the 1st inflation with the player after the one causing the inflation. Barbarian invasions are not manditory. If a player wishes to cause a invasion point to a territory on the list above and roll 1d3 that is the number of invaders attacking that territory. When the players reach the second inflation, invaders rolled will be 1d6.

Northern barbarians are infantry and hit on 1 or 2, they roll 2 dice per troop.
Southern barbarians are Cavalry and hit on 1 or 2, they roll 2 dice per troop and have all the bonuses and advantages of regular Cavalry.

The player plays out the invasions after his normal turn. Fight battles if defenders are in the province. If the invaders win remove all cities, and control markers for that region. Then remove all invaders from that territory.

Each player at the end of thier turn may chose to do one barbarian invasion of thier choice.

These rules are to keep players from stonewalling thier defences, thus allowing a player that is behind a chance to bleed their opponents resources.

Hope you enjoy them. Please feel free to ask questions or comment.

Sean

Note: if this is in the wrong section contact me and I will place them where you wish before deleting them. Thank you.

Moderator Sinister
02-19-2005, 09:18 AM
This would most likely be better in the OOP section and I'll be happy to move it for you. My concern is with the new game coming out people might mistake this for varients concerning Eagle Games CoTE. Plus I'm trying to get this homebrew thread up into A&A for just A&A purposes.

Da Black Gobo
02-19-2005, 09:31 PM
I didn't want to rock the boat. I made a errata on the southern barbarian troops they should be rolling 2 dice per troop the same as the northern barbarians.

Sean

nerdx
02-27-2005, 06:33 PM
I wish I was mod sin.

series
03-01-2005, 07:48 AM
I wish I was mod sin.

im rather happy u arent

TrimChris
03-02-2005, 03:17 PM
If you're a mod, then best to keep it secret. Oops!

Clausewitz
03-14-2005, 10:51 AM
I've almost completed my COTE map and rules. Stay tuned for details on my Legion and General cards. I sent the ideas to Eagle last year so you might even see some of them turn up in the official version.

The game centres around control of 24 legions which are distributed evenly amongst the players at the start and each is assigned a General to Command it. There are no caesars initially, but each player may proclaim one of his Generals Caesar during the game.

Moderator Sinister
03-14-2005, 10:54 AM
Clausey,

How do you find time to do all the wonderful work? I'm trying to get a copy of kingmaker just to try your stuff. Of course CoTE stuff is its just as good. I'm hoping to play hannibal in the expansion...

TrimChris
03-16-2005, 01:03 PM
For better or worse, fighting over a fixed number of legions along with generals being promoted to Ceasar is the crux of Phalanx Games' Nero. But then there are some eurogame mechanisms as well.

Da Black Gobo
03-16-2005, 04:55 PM
Has anyone had a chance to try the variant system yet?