CoH map persistency game ? any Takers??
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by mystic-eye » Mon Jul 26, 2010 9:22 pm
OK, I got tired of looking at the empty OMG map progress box and started thinking of how I would make use of that space, and how I would integrate the map into a CoH environment. Then I realized that no matter what ideas I came up with, I wouldnt have the technical skills to encompass my ideas into a working model...
...that's when I came up with this.
- We take a map of Europe and break it up into sections called 'territories' ("terries" for short) all will be numbered for tracking purposes and forums posts will document what territory is owned by whom * done- I'll post it later.(we'll use a dumbed down version to start to test the 'game' out.)
- We come up with starting areas or 'spawn terries'- * done- it's on the map.
- We come up with a ruleset for moving armies across terries and rulesets for how to capture terries *half done- some is on map, some will be a standard move/attack/defend set of rules...again, I'll put them on the map.
- We make teams. One axis, one allied (we'll have to decide who wants to play and go from there)
- We use OMG 'fun squads' to create our armies (so each player could theoretically have 6)and to track our veterancy.
- I'll post more later when I get a sec...wife hollering.
...that's when I came up with this.
- We take a map of Europe and break it up into sections called 'territories' ("terries" for short) all will be numbered for tracking purposes and forums posts will document what territory is owned by whom * done- I'll post it later.(we'll use a dumbed down version to start to test the 'game' out.)
- We come up with starting areas or 'spawn terries'- * done- it's on the map.
- We come up with a ruleset for moving armies across terries and rulesets for how to capture terries *half done- some is on map, some will be a standard move/attack/defend set of rules...again, I'll put them on the map.
- We make teams. One axis, one allied (we'll have to decide who wants to play and go from there)
- We use OMG 'fun squads' to create our armies (so each player could theoretically have 6)and to track our veterancy.
- I'll post more later when I get a sec...wife hollering.
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Tue Jul 27, 2010 4:51 am
Link to map in progress
click to enlarge. click when at link to make full size.
I'll add some map keys later.
Does this sound at least interesting?
click to enlarge. click when at link to make full size.
I'll add some map keys later.
Does this sound at least interesting?
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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Re: CoH map persistency game by me.
by Bushwhacker Billy » Tue Jul 27, 2010 10:04 am
A suggestion, if I may. I see that you've put a lot of industry on there. For there to be industry, you need raw materials. So, if you can cut off the industrial base of a country or territory from it's sources of these materials, you could lower their military power in some way. Just a thought... 
- Bushwhacker Billy
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Re: CoH map persistency game by me.
by mystic-eye » Tue Jul 27, 2010 9:15 pm
Suggestions are great, keep em coming.
Chatting with Dis; he's convinced me that perhaps package 'participation' could be a bit lacking, and that I should scale it down some. Agreed.
::edit:: with changing the way the game works I think it is playable with the current scale with fewer players (4-6)::end edit::
-We'll work it out as a 4 player/6 player thing.
What I didn't post earlier was the rules.
ICONS
port (anchor)
-Players can travel between any two ports if BOTH ports are owned by that side (both axis or both allied) It takes 2 turns to travel by water between ports.
free port (anchor with sunburst)
-Players can directly attack these territories from any port they own. Players can defend this territory from any port they own.
Industry (factory with red dot with white number)
-Players on these territories may change armies or doctrines here. (ie: An Airborne player captures the Belgium Territory, then decides on the next turn to switch to Armored or Infantry Company). The number in the red circle is the number of victories in a row that are needed to capture that territory (ie: it takes 2 victories in a row to capture Belgium. These can be resolved as 2 1v1's by 2 players or 2 separate 1v1's by 4 players, or 2 2v2's involving any combination of players etc. It all depends on how many players are available. A 4v4 would constitute 2 battles) Players may not change armies or doctrines in industry territories they do not completely control.
Invasion Site (red arrow with white number)
-Players may 'invade' these territories from a port they own. It takes 2 turns to 'invade' by water. The number represents the number of attacking armies it takes to 'invade' a territory. Players must invade from a port they own, but are not limited to the same port.(ie: Players A and B attack Belgium by sea. Player A comes from London with 2 armies and player B comes from the USA with 1 army. They choose to attack as a 2v2 and then a 1v1 to resolve the invasion. If they had a third player they could resolve the invasion with a 3v3, but since only 2 were available they did it in 2 games.) All players occupy the territory until ownership is resolved. Players may not change armies or doctrines in industry territories they do not completely control.
Air Drop (airplane icon with dotted lines)
-Players can air drop troops across water from connected territories (denoted by the dotted line). They must own both territories to do so. Travel only takes one turn in the air (over water).
Capital City (star)
-when the allies lose London or the axis lose Berlin, the game is over. Other capitals currently have no real meaning, but may should someone suggest something uncomplicated
Extra info in next post.
Chatting with Dis; he's convinced me that perhaps package 'participation' could be a bit lacking, and that I should scale it down some. Agreed.
::edit:: with changing the way the game works I think it is playable with the current scale with fewer players (4-6)::end edit::
-We'll work it out as a 4 player/6 player thing.
What I didn't post earlier was the rules.
ICONS
port (anchor)
-Players can travel between any two ports if BOTH ports are owned by that side (both axis or both allied) It takes 2 turns to travel by water between ports.
free port (anchor with sunburst)
-Players can directly attack these territories from any port they own. Players can defend this territory from any port they own.
Industry (factory with red dot with white number)
-Players on these territories may change armies or doctrines here. (ie: An Airborne player captures the Belgium Territory, then decides on the next turn to switch to Armored or Infantry Company). The number in the red circle is the number of victories in a row that are needed to capture that territory (ie: it takes 2 victories in a row to capture Belgium. These can be resolved as 2 1v1's by 2 players or 2 separate 1v1's by 4 players, or 2 2v2's involving any combination of players etc. It all depends on how many players are available. A 4v4 would constitute 2 battles) Players may not change armies or doctrines in industry territories they do not completely control.
Invasion Site (red arrow with white number)
-Players may 'invade' these territories from a port they own. It takes 2 turns to 'invade' by water. The number represents the number of attacking armies it takes to 'invade' a territory. Players must invade from a port they own, but are not limited to the same port.(ie: Players A and B attack Belgium by sea. Player A comes from London with 2 armies and player B comes from the USA with 1 army. They choose to attack as a 2v2 and then a 1v1 to resolve the invasion. If they had a third player they could resolve the invasion with a 3v3, but since only 2 were available they did it in 2 games.) All players occupy the territory until ownership is resolved. Players may not change armies or doctrines in industry territories they do not completely control.
Air Drop (airplane icon with dotted lines)
-Players can air drop troops across water from connected territories (denoted by the dotted line). They must own both territories to do so. Travel only takes one turn in the air (over water).
Capital City (star)
-when the allies lose London or the axis lose Berlin, the game is over. Other capitals currently have no real meaning, but may should someone suggest something uncomplicated
Extra info in next post.
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Tue Jul 27, 2010 9:48 pm
Rules:
-Movement-
Armies move only one territory per turn unless specified by the unit type's abilities or a limitation set by the territory itself.
Armies take 2 turns to cross water (invasion or port travel)
-Attacking-
Attacking armies move into and attack an enemy territory during the same turn.
Defeated armies must retreat back to homeland territory with industry (respawn there) unless doctrine indicates otherwise...see DOCTRINES. Defeated armies may reinforce and move on next turn. Battles in homeland territory: defeated defenders MUST respawn in a different homeland industrial territory.
-Defending-
The defending side may choose what armies and combination of armies to defend with on their side (ie: there are 5 defending armies and 2 attacking armies. The defenders may choose what armies to battle with.)
-Capturing Territory-
Remaining in an enemy territory over 1 turn captures it (like losing a turn). Passing through uncaptured territory captures it. Neutral territory (occupied by 2 opposing armies) becomes captured the moment one side leaves that territory (by defeat or retreat).
-Tactical Retreat-
An army may choose to retreat from a territory it is defending (by moving back to a territory that side owns) when an enemy army first enters that territory. Ownership changes hands.
-Reinforcements-
It takes one turn to reinforce (rebuild) your army after a fight (one whole turn). You may only reinforce if you have connected territory to an industrial territory your side owns (by land, air or port) Airborne armies who are surrounded may reinforce if they are only cut off by one territory(US AIRBORNE or LUFTWAFFE doctrines)
doctrines next...
-Movement-
Armies move only one territory per turn unless specified by the unit type's abilities or a limitation set by the territory itself.
Armies take 2 turns to cross water (invasion or port travel)
-Attacking-
Attacking armies move into and attack an enemy territory during the same turn.
Defeated armies must retreat back to homeland territory with industry (respawn there) unless doctrine indicates otherwise...see DOCTRINES. Defeated armies may reinforce and move on next turn. Battles in homeland territory: defeated defenders MUST respawn in a different homeland industrial territory.
-Defending-
The defending side may choose what armies and combination of armies to defend with on their side (ie: there are 5 defending armies and 2 attacking armies. The defenders may choose what armies to battle with.)
-Capturing Territory-
Remaining in an enemy territory over 1 turn captures it (like losing a turn). Passing through uncaptured territory captures it. Neutral territory (occupied by 2 opposing armies) becomes captured the moment one side leaves that territory (by defeat or retreat).
-Tactical Retreat-
An army may choose to retreat from a territory it is defending (by moving back to a territory that side owns) when an enemy army first enters that territory. Ownership changes hands.
-Reinforcements-
It takes one turn to reinforce (rebuild) your army after a fight (one whole turn). You may only reinforce if you have connected territory to an industrial territory your side owns (by land, air or port) Airborne armies who are surrounded may reinforce if they are only cut off by one territory(US AIRBORNE or LUFTWAFFE doctrines)
doctrines next...
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Tue Jul 27, 2010 10:25 pm
Doctrines:
Airborne-Luftwaffe - moves one territory/turn
-may airdrop from a homeland industrial territory into ANY unoccupied-non-industrial territory regardless of ownership. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Armor - Blitzkrieg -moves one territory/turn
-may choose to move/attack 3 territories (and attack armies in all three) but may NOT reinforce during the maneuver.All three moves/attacks occurr on same turn(ie: you attack someone then goto attack someone else...you cannot reinforce between the two battles.) The purpose of this ability is to fast capture territory, and to simulate a fast armored advance into battle. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Infantry - Defensive -moves one territory/turn
-losing a battle only causes a Tactical Retreat. Inf and Def armies may reinforce after a Tactical Retreat at no cost of a turn.(ie: Player A is defensive doctrine and is defeated at Lyon by Player B. Rather than having to respawn in Berlin he simply Tactical Retreats to Paris (which the axis currently owns)and then reinforces his army all in same turn. He is able to defend and battle again against Player C, who was attacking Paris on that same turn should the axis players decide he should fight again).
Royal Engineers - Scorched Earth -moves one territory/turn.
-may travel 2 territories owned by same side. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Royal Canadian Artillery - Commandos - Tank Busters - Terror -moves one territory/turn
-no special abilities. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Airborne-Luftwaffe - moves one territory/turn
-may airdrop from a homeland industrial territory into ANY unoccupied-non-industrial territory regardless of ownership. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Armor - Blitzkrieg -moves one territory/turn
-may choose to move/attack 3 territories (and attack armies in all three) but may NOT reinforce during the maneuver.All three moves/attacks occurr on same turn(ie: you attack someone then goto attack someone else...you cannot reinforce between the two battles.) The purpose of this ability is to fast capture territory, and to simulate a fast armored advance into battle. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Infantry - Defensive -moves one territory/turn
-losing a battle only causes a Tactical Retreat. Inf and Def armies may reinforce after a Tactical Retreat at no cost of a turn.(ie: Player A is defensive doctrine and is defeated at Lyon by Player B. Rather than having to respawn in Berlin he simply Tactical Retreats to Paris (which the axis currently owns)and then reinforces his army all in same turn. He is able to defend and battle again against Player C, who was attacking Paris on that same turn should the axis players decide he should fight again).
Royal Engineers - Scorched Earth -moves one territory/turn.
-may travel 2 territories owned by same side. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
Royal Canadian Artillery - Commandos - Tank Busters - Terror -moves one territory/turn
-no special abilities. Upon defeat must respawn in homeland industrial territory. May reinforce and move next turn.
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Tue Jul 27, 2010 11:03 pm
Army / territory game mechanics:
Territories are counted at the start of each turn, and tallied for each side. Take the number of territories your side owns and divide by 10. Round down and that is the number of armies each player may own. Each player may decide which of their armies are 'active' and which are inactive.
If the number of owned territories grants a new army to players then it spawns in a homeland industrial territory of their choosing.
Should the number of territories decrease enough to remove an army, players would only remove their 1 army overflow after it is defeated at the end of a combat phase. (ie: The allies hold 20 territories so each player has 2 armies active. At the beginning of the next turn they only have 19 territories. Each allied player must discard an army IF IT IS DEFEATED AND FORCED TO RESPAWN IN THE HOMELAND.) Obviously only fighting with INFANTRY or DEFENSIVE doctrines in this scenario would be sound strategy as they only Tactical Retreat after combat loss instead of respawning.
Allied Players start with 3 armies each (the total number of territories is 30 -france and its satelites, Britain and its satelites and the USA)
Axis players start with 2 armies each (the total number of territories is 22 -Germany, and Italy.
Territories are counted at the start of each turn, and tallied for each side. Take the number of territories your side owns and divide by 10. Round down and that is the number of armies each player may own. Each player may decide which of their armies are 'active' and which are inactive.
If the number of owned territories grants a new army to players then it spawns in a homeland industrial territory of their choosing.
Should the number of territories decrease enough to remove an army, players would only remove their 1 army overflow after it is defeated at the end of a combat phase. (ie: The allies hold 20 territories so each player has 2 armies active. At the beginning of the next turn they only have 19 territories. Each allied player must discard an army IF IT IS DEFEATED AND FORCED TO RESPAWN IN THE HOMELAND.) Obviously only fighting with INFANTRY or DEFENSIVE doctrines in this scenario would be sound strategy as they only Tactical Retreat after combat loss instead of respawning.
Allied Players start with 3 armies each (the total number of territories is 30 -france and its satelites, Britain and its satelites and the USA)
Axis players start with 2 armies each (the total number of territories is 22 -Germany, and Italy.
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Wed Jul 28, 2010 2:13 am
Special Conditions:
No player can cross the Maginot line. (denoted in red between Metz and Baden/Rhineland)
There is no Russian player, but...if an axis player crosses the Russo-German partisan line, or enters any territory in the Russian homeland, all territory in orange(russia)unoccupied by axis armies becomes allied and count towards the Allied active army count
(built in some fun history there hmm?)It's going to be tough for the Axis to resist all that juicy territory!
Until the Axis cross that line, territories in Russia (orange) are out of bounds to Allied players. Note* other areas NOT in orange are NOT out of bounds to allied players.......
No player can cross the Maginot line. (denoted in red between Metz and Baden/Rhineland)
There is no Russian player, but...if an axis player crosses the Russo-German partisan line, or enters any territory in the Russian homeland, all territory in orange(russia)unoccupied by axis armies becomes allied and count towards the Allied active army count
Until the Axis cross that line, territories in Russia (orange) are out of bounds to Allied players. Note* other areas NOT in orange are NOT out of bounds to allied players.......
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game by me.
by mystic-eye » Wed Jul 28, 2010 2:17 am
Bushwhacker Billy wrote:A suggestion, if I may. I see that you've put a lot of industry on there. For there to be industry, you need raw materials. So, if you can cut off the industrial base of a country or territory from it's sources of these materials, you could lower their military power in some way. Just a thought...
I can't change the CoH game mechanics to reflect that. Nice idea, but there's no way to govern it.
The way thing have been mapped out now (above posts)there will be a flurry of territories exchanged every turn, and more so as each player adds further armies to their active list.
Any volunteers to try this out? I'm looking for 4-6 players who are willing to spend a couple nights giving it a try.
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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mystic-eye - Site Admin
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Re: CoH map persistency game ? any Takers??
by mystic-eye » Wed Jul 28, 2010 3:42 am
Turns:
-One Axis player) must start in Italy and spawns in Rome
-One Axis player must start in Germany and spawns in Berlin
-One Allied player must start in France and spawns in Paris
-One Allied player must start in Britain and spawns in London
(additional allied players with british armies may start in any industrial territory in britain)
(additional axis armies must spawn in german industrial territory)
-All US armies must start in USA and MUST goto Britain as first move...takes 2 turns over water
-Axis go first and have ONE free turn.(they go twice)
Phases:
TURN BEGINS:
-Resource management phase-
The number of territories owned by each side is tabulated, divided by 10, rounded down and each player is assigned his army count. Overflow armies remain but no new armies are added if overflow is detected. Armies are added if called for.
-spawn phase/ reinforce phase-
Armies spawn in homeland industrial territories according to allotted army number from above.
Defeated armies from last turn respawn in homeland industrial territories and reinforce, unless overflow is detected.
-move phase-
All armies move one territory (if they choose to)
-tactical retreat phase-
Players in contested territory may choose to Tactical Retreat
-combat phase-
Contested territories are resolved in CoH
-retreat phase-
all defeated armies are removed from the map. Infantry and Defensive players may Tactical Retreat after their loss.
-reinforce phase-
Tactical Retreating armies may reinforce
-second move phase-
blitz, armor, eng, SE doctrine armies make their second move (if choosing to do so).
Contested territories are resolved in CoH.
-third move phase-
blitz, armor doctrine armies make their third move (if choosing to do so).
Contested territories are resolved in CoH.
TURN ENDS:
-One Axis player) must start in Italy and spawns in Rome
-One Axis player must start in Germany and spawns in Berlin
-One Allied player must start in France and spawns in Paris
-One Allied player must start in Britain and spawns in London
(additional allied players with british armies may start in any industrial territory in britain)
(additional axis armies must spawn in german industrial territory)
-All US armies must start in USA and MUST goto Britain as first move...takes 2 turns over water
-Axis go first and have ONE free turn.(they go twice)
Phases:
TURN BEGINS:
-Resource management phase-
The number of territories owned by each side is tabulated, divided by 10, rounded down and each player is assigned his army count. Overflow armies remain but no new armies are added if overflow is detected. Armies are added if called for.
-spawn phase/ reinforce phase-
Armies spawn in homeland industrial territories according to allotted army number from above.
Defeated armies from last turn respawn in homeland industrial territories and reinforce, unless overflow is detected.
-move phase-
All armies move one territory (if they choose to)
-tactical retreat phase-
Players in contested territory may choose to Tactical Retreat
-combat phase-
Contested territories are resolved in CoH
-retreat phase-
all defeated armies are removed from the map. Infantry and Defensive players may Tactical Retreat after their loss.
-reinforce phase-
Tactical Retreating armies may reinforce
-second move phase-
blitz, armor, eng, SE doctrine armies make their second move (if choosing to do so).
Contested territories are resolved in CoH.
-third move phase-
blitz, armor doctrine armies make their third move (if choosing to do so).
Contested territories are resolved in CoH.
TURN ENDS:
>O< Mystic Eye
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
"I like the dog. If he can't eat it, or fuck it, he pisses on it. I can get behind that."
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