Jump to content
Please do not use an email address as your username. If you have, please change your username. ×
Search In
  • More options...
Find results that contain...
Find results in...
xunkang

Minecraft Warfare (MW): A Turn-based Strategy Game(UPDATED)

Recommended Posts

Minecraft Warfare (MW): A Turn-based Strategy Game

***sign-up for play testing in this thread, post availability times***

*edit* the pictures of each unit are for examples only. the look of your army is only limited by your imagination and size (which I outline in the rules).

*edit 2* We now have a map. It is called warzone. Access is restricted to adept+ at the moment. Please everyone involved feel free to add terrain pieces to the map. These will be used by all who play and add to the look, feel and strategy of the game.

Many of us on the server have amassed large military forces for reasons of intimidation, power, building prowess, and a general sense of badass-edness. Why not take these armies and do with them what they are intended to do… BATTLE!

I present to you the first (very rough) draft of the rules for turn based combat in Minecraft Classic:

The Goal:

A group of 2 – 6 (perhaps more, to be determined after play testing) Player’s armies battle it out in a Free for All/ Team Melee* rumble to the death. A player is defeated when their general unit has fallen/been captured in battle.
*different win conditions for team - free for all matches.

Turns
Each player/team does a /roll 1-100 to determine the player/ team who goes first. Highest roll wins. Additionally members within a team may roll to determine the order in which they will move.

Units

Each unit in a player’s army is assigned the following values:
• Damage ( signified by a a /roll size; ex. Damage = 10… /roll 1-10)
• Armor Value ( basic = 2, medium = 5, heavy = 8, General =6)
• Health ( basic = 5, medium = 10, heavy = 15, General = 10)

Movement

A movement square is a 3x3 area in which the front right side of a unit touches. Movement is measured in this way. The playing field will have a grid over the surface to help with this. Important: to mobilize a unit you must place a glass tile in the front bottom right corner and the back top left corner to allow cut paste and rotation commands to be effective. If you need help with this ask me.

A D20 is rolled at the beginning of a players turn. This is a movement roll. According to the number given, the player is allowed to move units accordingly.

• Basic unit movement costs = 1
• Medium unit movement cost = 3
• Large unit movement cost = 5

For example: from a /roll 1-20 an 18 is cast. If a medium unit is moved, 18-3=15. The player has 15 points left to spend on movement.

Combat

Combat is carried out in the following manner. In combat 1 attacker may target 1 defender. At the start of combat a D6 is rolled. If the number is 3 or less, the attack misses; if the number is 4 or higher the attack is successful. Upon a successful hit the units’ damage is calculated by another dice roll. The size of this dice is specific to each unit.

For example: A basic ground unit has a damage of D6 meaning a /roll 1-6 will be cast. The resulting number is the amount of damage done to the defending unit.

A defending unit may subtract from its armor value rather than its health upon a successful hit made against it.

Troop Allowances

There are several different unit types in Minecraft War. Their size is limited in each category.

Ground Units

General D12 – leader of the army:
• Size Limit: 10x10x10h
• Movement: Slowest ( 3 squares per turn)
• Damage: Melee 3 squares, Ranged 4 squares



Infantry Class D6 – basic ground unit:
• Size Limit: 5x10x5h
• Movement: Slowest (3 squares per turn )
• Damage: Melee 1 square, Ranged 3 squares



Calvary Class D10, D8 vs air – medium ground unit:
• Size Limit: 15x20x15h
• Movement: Normal (6 squares per turn )
• Damage: Melee 2 squares, Ranged 5 squares



Tank/ Heavy Armor Class D14, D12 vs air – large ground unit:
• Size Limit: 30x40xhieght within reason
• Movement: Slow ( 4 squares per turn )
• Damage: Melee 2 squares, Ranged 10 squares
• Unit Carry Limit: 10 Infantry, 2 Calvary, or mixed ( 4 Infantry = 1 Calvary)



Ground Troop Transport – medium to large ground unit:
• Size Limit: 30x40xhieght within reason
• Movement: Speedy (8 squares per turn)
• Damage: None
• Unit Carry Limit: 20 Infantry, 5 calvary, or mixed (4 Infantry = 1 Calvary)



Air Units

Basic Class D6 – small air unit:
• Size Limit: 15x20x15h
• Movement: Speedy (8 squares per turn )
• Damage: Melee 2 squares, Ranged 5 squares



Captain Class D10– medium air unit:
• Size limit: 20x30x15h
• Movement: Normal ( 6 squares per turn )
• Damage: Melee 2 squares, Ranged 7 squares



Admiral Class D14 – large air unit:
• Size Limit: 35x55xhieght within reason
• Movement: Slow ( 4 squares per turn )
• Damage: Melee 2 squares, Ranged 10 squares
• Unit Carry Limit: 15 Infantry, 3 Calvary, or mixed ( 4 Infantry = 1 Calvary )



Air Transport – medium to large air unit:
• Size Limit: 35x55xhieght within reason
• Movement: Medium - Normal (6 squares per turn). Large - Slow (4 squares per turn ).
• Damage: None
• Unit Carry Limit: Medium – 10 Infantry, 2 Calvary, or mixed (4 Infantry = 1 Calvary). Additionally 6 Basic Class air units. Large - Infantry, 4 Calvary, or mixed (4 Infantry = 1 Calvary ). Additionally 12 Basic Class air units.



Obviously there are things that must be added before play commensurates (army size for example), but I am really excited and interested in what you guys think. Let's get some feed back. If this post is too long and you didn't read then this game is not for you!

-xunkang
albino

Share this post


Link to post
Share on other sites
Woah nice thinking xun!

One problem though: How do we get all involved players online at the same time? :O

Share this post


Link to post
Share on other sites
Easy!
Slave labor!

Alternatively
you don't have them all there at the same time
instead you be honest with your turns and
keep check and have an indicator to whose turn it is next

but this requires people to be honest with their moves.
which i doubt they will be!

Share this post


Link to post
Share on other sites
Maybe we could keep track by screenshots of each move within the forums? I like the idea of being able to come on at any time and make a move.

Share this post


Link to post
Share on other sites
I totally agree with you kev. lets get some play testing going and see how it works. The way im thinking of doing it is assigning each unit a point value then each player gets to fill his army up to a point limit. obviously the bigger the guns the more the cost. It will be up to the individual player to find the right balance.

Share this post


Link to post
Share on other sites
Thought I'd throw in a few shots of some scenery from Warzone. Please help us add more!



Barbed wire rampart.



Look out tower.



Bombed city street.

Share this post


Link to post
Share on other sites
waitwaitwaitwaitwait....
What's the difference between melee and range attacks? A damage/ammo penalty at range? 'Cause I can't find specifics on this one.

One more thing: Captain outranks Lieutanant in EVERY war force in the world (That has these ranks)... Wouldn't it make sense to have Medium Lieutanant ships and Heavy Captain ships?

(Alternatively: Captain medium and Admiral heavy)

Share this post


Link to post
Share on other sites
I made a quick list of Naval units, if they will be deployed:

Battlecruiser Class D10, D5 vs Air/Ground – Heavy sea unit
• Size limit: 50x20x25h,8d
• Movement: Normal (6 squares per turn)
• Damage: Melee 1 square, Ranged 10 squares, Depth Bomb 2 squares

Frigate Class D15, D10 vs Air/Ground – Very Heavy (Armor=10, Health=20) sea unit
• Size limit: 75x25x50h,10d
• Movement: Slow (4 squares per turn)
• Damage: Melee 2 squares, Ranged 15 squares, Depth Bomb 4 squares
• Unit carry limit: 10 Infantry or 2 Cavalry

Submarine Class D10 vs Ships, Ineffective vs Land/Air– Special Light sea unit
• Size limit: 50x15x15h
• Movement: Slow (4 Sq/t) submerged, Speedy (8 Sq/t) surfaced
• Damage: Melee 0 squares (yes, suicide), Ranged 5 squares
• When submerged, only vulnerable to Depth Bombs
• When submerged, at the start of combat a D6 is rolled. If the number is 4 or less, the attack misses; if the number is 5 or higher the attack is successful.

Aircraft Carrier class D5, D10 vs Air– Heavy Transport sea unit
• Size Limit: 75x50x50h,10d
• Movement: Speedy (8 Sq/t)
• Damage: Melee 1 square, Ranged 4 squares
• Unit Carry Limit: 10 light Air units, or 5 Medium-Heavy Air units

Landing ship – Light Transport sea unit
• Size Limit: 20x10x10h,3d
• Movement: Speedy (8 Sq/t)
• Damage: None
• Unit Carry Limit: 20 Infantry, 5 calvary, or mixed (4 Infantry = 1 Calvary)

NOTE: the "x"d number next to maximal height represents maximal depth; This is also how deep the water has to be for a certain unit to enter.
Like I said, I made this pretty quickly so correct me if I made mistakes Smile

Share this post


Link to post
Share on other sites
wow loads of info but the main thing about that is that my temple thing was included in a picture Smile
a very proud day for me

Share this post


Link to post
Share on other sites
In the wrong order and without my General and Air Transport, but these are the pics of my army:

Captain Class Air Unit:


Admiral Class Air Unit:


Basic Class Air Unit:


Ground Transport:


Heavy Armor Class:


Cavalry Class:


Infantry Class:

Share this post


Link to post
Share on other sites

×
×
  • Create New...