How To Play
Knowing how to play is very important. If you skip this, you are not only breaking the server rules, but will not know what to do.
Do not think you can guess how to play.Each race is given a turn. In that turn, each player in that race can either fight, move, occupy territory, make camp, gather supplies, start missions, or do nothing. With every race but Orcs, you can do all these unless you are given a mission by your race leader. When given a mission, you find your way to the mission destination and find how to accomplish the mission in your own ways. (Missions do not grant extra turns, they are things to do while using your turn)
Now, onto the basics:
MovementMovement is the most important thing to know what to do. Every time you want to move, you roll(say /roll 1d6 two times) and get two numbers. When you get the numbers, you move that many studs. There are ways to move faster, and in certain directions. You will learn that here, so let's not waste any time.
MarchingHere is your squad, they are given an objective: get across this field. It is your turn.
So, it is your turn and you need to get across. So you roll the dice twice. (/roll 1d6)x2
You roll a 10.
This field is quite large and the objective is right in front of you. You don't want to take two turns just getting to point B. Knowing you don't need to turn at all, you decide to march this turn.
Marching is when you take your earned rolls, multiply them by two and move that many studs.
You covered a lot more ground than you would've. Marching is best for long fields and impatience.
StrafingYou have been taking a few turns, but to your horror, you find that there is an impassabe object infront of you!
You think you are stuck, is this the end?
Of course not, dumb head! Of course you can move to the left or right.
you cannot actualy run straight to the left, however. you can only do it this way. (use your brain to figure what a left strafe would look like.)
see those bricks the lines cut through? To see how many studs your strafing took, just count up where the line starts through where it ends. (the lower line is the one you count.)
Day = saved. You can now continue to your next objective.
You cannot march-strafe, only walk-strafe.TurningYou want to turn your whole unit to the left/right for some reason. Can it be done?
Yes. This is simple if you know anything about angles and degrees.
Turning gets its own roll, and takes up the whole turn. You roll once, and if you get a 3 or higher: you can turn 90 degrees. if you roll a 5 or higher, you can turn 180 degrees. Easy.
FleeingSomehow, this happened:
Oh please, there is no way to get out of this one...
Oh wait there is.
Fleeing is when you take your whole unit, place them backwards, and get the hell out of there.
Heres what you do: turn your unit 180 degrees and roll twice, then, multiply the outcome by two, then move that many studs away.
Warning, that takes up your whole turn. If you end up ten studs away, and your pursuer ROLLS a ten, you are back where you were.
You cannot flee if there is a hill/mountain behind you. You cannot strafe-flee.ChargingCharging is only useful for close combat. If you charge into another unit with an archer squad, you would have single handedly proved natural selection.
Charging is when there is an enemy in front of yours, either facing one of your units, or 3, or all, etc. You can roll, and if you roll the amount of studs between the two of you, you can run towards them and situate your units to where they are facing them. This is the best way to enter close combat.
Charging is extremely harmful to archers, the whole archer squad will die on impact if a close combat unit and them are locked with eachother. (unless they have crossbows or muskets)Monster formationWhen your whole unit makes a formation where there is atleast one on each side looking out. you cannot be countered in this form, but move slower(-2 studs).
MagicMagic will be added by Beta.
ShootingIn this server, All ranged weapons fire at different lengths
Musket: 4-12 Studs
Bow: 5-10 studs
Crossbow: 7 studs
Unless you had some kind of brain fart, mistaking these more than once can put you in trouble.
Shooting the weaponLets say this scenario came up(musket can be replaced by other range weapon for reference):
Notice how i squared that line behind the front? That whole line cannot shoot through the front. heres how to fix that:
Notice that the general formation is still there - they moved on the hill and elevated each soldier differently, now they all can shoot!
Speaking of shooting, heres how:
You count all all available/unblocked guns
take that number and roll that many dice (7 guns = roll 7 dice)
roll the dice - don't add them
only take the ones that rolled higher than the enemy's initiative. ( e.g. enemy has 2 initiative - only dice that rolled 2 and above killed the enemys)
Count how many rolled above enemy initiative - take that many enemies away from their squad/platoon.
End turn.
That is basically how to shoot - very simple.
Close CombatClose combat is the most important thing to know in Chaos Unleashed. This is the time where swords ruled the battlefield. So you should know this, listen up!
RequirementsI order to do close combat, your squad must have a close combat weapon.
This can include a sword, axe, spear, and more.(and crossbow, only range weapon that can do this)
You cannot fight close combat with a ranged weapon unless there are two lines of men.
CombatHeres how combat goes:
Your squad is around 7 studs away from the enemy, you can tell today is when one of you will leave with a sore foot from all the ass kicking that is going to take place.
One of you may(will) decide to charge at the other, depending on who's turn it is when you are close enough.
Heres what you should do:
Get at most 7 close (5 encourage)
Roll, unless you rolled a 3-6, charge.
When you lock up with them: all units faced with another, both of you roll.
Who ever rolls higher gets first hit.
HittingContinued
You roll higher, its your turn to hit
count available weapons (spearmen can hit from 3 rows back)
Take number of available weapons and roll that many dice
every dice that rolls higher than enemy initiative is a kill: take away killed from the back to the front
combat goes that way - you take turns until victory.
So, thats it. Ask questions in mega thread only.
Locking thread