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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 3:14 am 
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Whoo! I'm psyched!


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 3:40 am 
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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 9:07 am 
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Woot woot. No but seriously I can't wait, I know what I am going to do and several others will see this as a sensible option, some may see it as an act of aggression who knows.


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 9:28 am 
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Diplo-wait for it-macy!

Thank you, Duruza!

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 9:46 am 
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JV, you are the Jarl of Falkreath are you not?


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 10:17 am 
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No. I am dictator of the Reach.

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 12:32 pm 
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I don't care! I'm taking it!

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 1:31 pm 
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Oh, I might try for some sort of diplomacy with Falkreath and Riften, Whiterun is open game in my concerns, but i'll see how it goes, i'll try to keep on good terms with the other jarls though until conflict truly happens.


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 1:32 pm 
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I will enact bloody executions! :Twisted Evil:

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 1:34 pm 
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Oh goodness, I just thought of a brilliant plan, I shall not reveal my hopes as people may 'borrow' my plans.


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 1:45 pm 
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Username: POMC S117
Character Name: Jarl Idolaf the Steadfast
Race: (I may allow a non-Nord or two, but I'm expecting they'll mostly be Nordic) Nord
Gender: Male
Age: 29
Description: (personality and optional physical description) Strong and good with a blade, the Jarl is a fierce opponent on the battlefield and in the debating hall. He is smart and does not readily go to war but has been known to attack threats before they become one.
Background: His father was the Jarl before him, as was his father's father and so on. at the age of 16 he enrolled in the Imperial Army, became a Legatte and served in many battles before returning home after his father died.
Other Information: He is distrustful towards Elves but he likes beastfolk.
Colour: (for the purposes of the map) White (If that's not taken)

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 1:54 pm 
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You're in a very awkward place on the map Mr POMC


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 2:02 pm 
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Ahh well. I'm hoping that alliances made on other RPs will carry through to this I'll probably start by going around diplomatically. Making allies and building up defences.

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 2:05 pm 
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I may free up the Pale-Whiterun from if you want, give you some breathing space, I want to give my self time at the beginning of the RP, so hopefully we can make something of convenience with each other.


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 2:08 pm 
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That would be nice. Thanks! :D

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 4:13 pm 
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Wait, POMC, which hold did you take?

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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 5:00 pm 
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He took Whiterun I believe


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 Post subject: Re: Skyrim at War
PostPosted: Mon Jan 02, 2012 5:01 pm 
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Okay.

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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 1:59 am 
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So there is already everybody, right? :(


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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 2:11 am 
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Actually (Lucky you) Eastmarch is left. (Lucky you x 2 It's next to me)

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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 5:48 am 
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Okay, I've thought about this and I've decided that we'll try this. The white lines you see indicate possible movement, travelling via roads equates to faster travel, decreasing the time the defender has to fortify their position with more armies, however roads lead to population centres which are harder to pass through than terrain, because they have armies.

Each player will begin with an army in each settlement they hold. Every turn you will gain an additional army for every 4 settlements you hold, with Winterhold and Windhelm counting for two and beginning with two as a result of the Capital status and Legion respectively.

The 'turns' are Spring, Summer, Winter, Fall, Autumn, Spring, Summer, Winter, etc. We begin in Spring.

Moves can be made in all seasons bar Winter, winter allows for diplomacy and for players to build up armies (you still get extra armies in Winter).

The moves are PMed to the DM, (that's me). All players move simultaneously. Moves are:
  • Hold - To issue a hold is to order the piece not to move (and to defend its current position.) The syntax for a hold order is F Bla H (fleet in Blacklight holds.) Any unit that is not issued another order will be assumed to hold.
  • Move - Armies may be ordered to move from the land province they currently occupy to an adjacent land province (regardless of whether it is occupied.) The syntax for a move order is A Ran-Mol (army in Ranyon-Ruhn to Molagreahd).
    If you move into a province that would otherwise be vacant, or if you attack with more force than the current occupant defends, you will successfully move into the province. If you move to an occupied province on the same turn that the current occupant leaves the province, the move will be successful, or likewise if you move uncontested to a vacant province. The following situations will result in failure to move:
    Attempting to move to an occupied province with insufficient force to oust the current occupant (fails)
    Attempting to move to a province to which another unit of equal force also attempts to move (bounce, nothing moves)
    Attempting to move to a province to which another unit of greater force also attempts to move (fails)
  • Support (defensive) -By offering defensive support to a unit you are essentially agreeing that the unit has the right to stay in its current location. You may offer support to a unit in any province to which the supporting unit could have moved (adjacent, land for armies, etc.)
    By supporting a unit defensively, you increase the defensive strength of the unit by one during that turn. There is no limit to the number of units which may support you except the practical limit of board layout.
    If the unit you are supporting is issued a move order, your support is invalid, even if the move order fails (you can't defensively support a unit that is on the march).
    If the unit with which you are supporting is attacked by a foreign unit, the support is cut and rendered invalid (you can't defend someone else if you have to defend yourself.)
    The syntax for defensive support is A Kra S Riv (army in Kragenmoore supports Riverbridge).
    Note: A defensive Support move in a person's own territory may cover the distance of two moves. e.e. Dragonbridge can support Dunstad Grove.
  • Support (offensive) - Similar to defensive support, through offensive support you increase the force of an attack (move) order. In order to render offensive support, the supporting unit must be otherwise able to issue a move order to the destination of the attack. It is NOT necessary to be able to move to the origin of the attack.
    You may support any player's attack; it does not have to be your own. There is no limit to the amount of offensive support you may receive except the practical limit imposed by the board. If the unit you support does not make the move you supported, your support is rendered invalid. If you are attacked by a foreign unit EXCEPT the target of the attack you are supporting, your support is cut. Exception to the exception: If you are dislodged by the target of the attack you are supporting, your support is cut.
    The syntax for offensive support is F Alm S Mou-Adr (Fleet in Almalexia supports Mournhold to Alt Drethan)

Note: You may only commence an attack on a Hold Capital in Spring or Fall.

Battles occur when two armies meet. I will roll die proportionate to the number of armies each side has, defenders have a defenders bonus, which will equate to +1. In the event of a draw the opposing army retreats. In the event of a victory of less than or equal to 2 the loser retreats but survives. A victory of 3 or more and the loser's army is destroyed. In the event that one side has more armies than the other, the highest rolls are counted (so more armies means more chance of success), however, if one force is 3 times that of another (e.g. An army from Amol attacks Windhelm ( which has two armies), which receives aid from Dragon Wood) the smaller force is automatically the loser, and the dice roll determines simply their survival or destruction (so don't just go wildly attacking).

In addition, an attack on a Hold Capital must last for two seasons (which is why attacks can only begin in Spring and Fall). Note that this gives defenders a chance to increase defensive support.

At the end of each round I'll post an updated map. This is the first.

Hopefully that makes sense and isn't to convoluted, but I'll answer questions before we begin so everything is crystal clear. Also, constructive criticism is more than welcome, I'm trying to develop this after all so none of the rules or mechanics are set and if you think they wont work or need tweaking I'll gladly listen.

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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 7:47 am 
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So, we issue orders in Spring and Fall, can do nothing in winter, and turns are played out in Summer and Autumn?

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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 12:02 pm 
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Spoiler:
Woo hoo! I'm surrounded! :mrgreen:

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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 3:46 pm 
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Spoiler:
Can I join in and take Eastmarch? I'll get the sheet filled out.


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 Post subject: Re: Skyrim at War
PostPosted: Tue Jan 03, 2012 5:49 pm 
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Spoiler:
It appears you've already got it


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