Author Topic: White Board War - First Generation Warfare on a white board  (Read 1392 times)

WHITE BOARD WAR: FIRST GENERATION WARFARE


What is WBW:FGW?
WBW:FGW is a turn-based, pseudo-tabletop war on a white board. It uses a lot of the same mechanics of a tabletop game. Individual forumers take control of a Company of men as a Battle Captain. This may be changed to having a general consensus decided on by the forum as to what to do with the companies.

Why a white board?
Because I'm a scrub.

What is First Generation Warfare?
http://en.m.wikipedia.org/wiki/First_generation_warfare

BATTLE MECHANICS
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You will receive a Company of soldiers, represented by a block of troops, or 4 arty pieces. There are four types of companies:

Riflemen: Basic company, highly customizable. This is the backbone of the force. They get 5 points of customization. Can move 3 Inches in march, 4 in a rush, and 5 in a charge. They get 50HP. Can be split into two platoons.

Artillery: An arty company. Can be upgraded with different sized cannons that can increase damage, but will decrease RoF. Can be further upgraded with ammo types. Can move 2 inches, but must spend a turn deploying and un-deploying. 4 Guns by default. 20HP. 10 Upgrade points.

Gatling: A machine gun company. Not upgradable. ONLY CAN BE USED IN SPECIAL SITUATIONS. Only good in defensive situations. Same characteristic as artillery, accept for RoF.

Cavalry: A horseback mounted company. Can dismount. Moves 4 Inches in march, 6 in a rush, and 6 in a charge. In a charge gets automatic initiative. 5 Upgrade Points. 20HP.

There are also mortar companies that will show up in some situations.

I also might add stuff to the op because I'm forgetful.

UPGRADES
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Riflemen Upgrades Riflemen have 5 UP.
Guns
Standard Musket: 7 Inch range, 1 turn reload. Average Accuracy and Damage. Cost: 0UP
Long Rifle: 9 Inch range, 1 turn reload. Better Accuracy/Damage. Cost: 3UP
Breach Loader: 5.5 Inch range, 2 shots/turn, 1 turn reload. Average Accuracy and Low Damage. Cost: 4UP
Carbine: 5 Inch range, 3 shots/turn, total of 6 shots before reload, 2 turn reload. Low Accuracy and Damage. Cost: 3UP
Shotgun: 3 Inch range. 1 turn reload. 5 pellets. Atrocious Accuracy but high damage. Cost: 4UP
Equipment
Bayonets: Improved hand to hand. 1 turn to mount. Gives automatic initiative in a charge. Cost: 1UP
Improved Shoes: Adds 1/2 inch bonus to march.

Arty Upgrades
Guns
Standard Bore: No damage modifier, average accuracy. 2 turn reload. Cost: 0UP
Rifled Bore: No damage modifier, better accuracy. 2 turn reload. Cost: 4UP
Light Gun: Less damage, average accuracy. 1 turn reload. Arty can move 1/2 inch faster. Cost: 4UP
Heavy Gun: Heavier damage, slightly less accuracy. 3 turn reload. Arty moves 1/2 inch slower. Cost: 6UP
Howitzer: Average damage, average accuracy, reduced range but cover matters less. Cost: 6UP

Ammo
Standard Shot: Standard round. Explosive. Round shot, no accuracy modifier. Average damage. Cost: 0UP
Self-Contained: All-in-one round. Reduces reload by 1 to a minimum of 1. Average damage. Cost: 2UP
Scattershot: Giant shotgun. Reduced range and accuracy. 10 Pellets. Average damage. Cost: 3UP
Shrapnel Round: Air-burst. Special rules. Average range and accuracy. High damage vs units in open. Cost: 6UP
(Mix and match these as you wish)

Cavalry
Weapons
Better sabers: Improves damage in close combat. Cost: 2UP
Carbines: Armed Cavalry, see Riflemen's Carbine for characteristics. Slightly less range and accuracy if mounted. Cost: 4UP

Equipment
Improved saddles: Adds to initiative. Reduces chance of rider being dismounted by horse. Cost: 4UP


Gentlemen, claim your Companies!
Code: [Select]
[b]Company Leader: (you)[/b]
[b]Company Name/Number:[/b]
[b]Company Type:[/b]
[b]Company Upgrades:[/b]
8 Spots Left!
« Last Edit: July 13, 2013, 02:33:17 AM by Mr. Hurricane »




why so many rps
Tomcat's right, its not an RP, even though I was thinking about a sort of campaign thing.
For now Ill control the enemy companies.

For the first battle there are four rifle companies on a hill, and another four rifle companies, each split into two squads, placed along a fence. There are no arty or cavalry companies on the field on my side. The object is to eliminate me. My companies have a black tab in the corner of their marker.

Modifiers:
No Gatling companies.
Maximum of 3 Arty companies.
Maximum of 2 Cavalry companies.

I'll get a pic of the battlefield up in the morning.

EDIT: I would suggest that you max out your artillery, and give them Howitzer and an ammo upgrade, or Rifled and Shrapnel Shot. Maxing out on the number of Cavalry with Carbines wouldn't be a bad idea either.
« Last Edit: July 13, 2013, 02:54:53 AM by Mr. Hurricane »