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DispatchFactbookInternational

by The Holy Edorian Empire of Denathor. . 411 reads.

Your Guide to the Cameranian Combat System

UNDER MAINTENANCE
We're fixing this up right now, so some information may be incomplete or inaccurate.
We currently are not using this system.

Welcome to the Official Guide to the New Combat System!
Have a bone to pick with another nation? Some land catching your eye? Or maybe you just want to demonstrate your power? Either way, you've come to the right place. All combat scenarios will be carried out on our Discord by an administrator to ensure the battle is moderated, correct, and unbiased. This will ensure that the forum stays fair for all nations that are participating.

Basics of Combat
Combat is carried out in Stages:
1. Border Breach
2. Rural Advance
3. Urban Invasion
If the attacking nation completes all three stages, the land will become annexed by the attacking nation. A nation can carry out a new attack every 4 Real-Time Hours. A successful attack will advance the attacking nation by 1 Stage, and a successful defence will reduce the attacking nation by 1 Stage. Either the attacking or defending nation can initiate a battle. An attack is carried out as such: The two nations choose which branches of military they want in play, within reason (ie. one can’t use the army if the battle is supposed to be taking place at sea). Forum Moderators will then calculate if any nation gets a bonus (see the example below), then a number between 1 and 10 will be randomly generated. This number will determine who wins the battle. After the outcome has been decided, nations may write their forum posts accordingly. Nations may not skip invasion phases if a nation is already being attacked. They must always start from Border Breach.

Tier System
General Information
-There are 6 tiers per branch of military (Army, Navy, Air Force)
-There are also 4 tiers of augmentations (see below) that help with directing battle
-Each upgrade costs the amount of points as the tier level (ex. tier 1 upgrades cost 1 point, tier 2 upgrades cost 2 points, etc.)
-Nations start with 3 points to spend wherever they want
-After that, they get 1 point everyday at midnight

Battle Information
-For each relevant tier you have over an opponent, you gain a +1 advantage to the battle roll
-Example: The Ziron Empire launches a ground invasion and an air raid on Sea Pig. The Ziron Empire has a tier 3 Army and a tier 2 Air Force while Sea Pig has a tier 1 Army and a tier 3 Air Force. This means The Ziron Empire has a +2 advantage in the ground invasion while Sea Pig has a +1 advantage in the air raid. Therefore The Ziron Empire has an overall +1 advantage on the battle roll.
-This means the range Sea Pig can win the battle in is 1-4, while the range The Ziron Empire can win the battle in is 5-10. If the number rolled is a 7, The Ziron Empire wins the battle and advances the the next stage of invasion.

Augmentations
Tier one: Espionnage (reduces the bonus an opponent has over you by 1. If you have a bonus, no effect)
Tier two: Radar (allows you to see enemy movements within 50km of you location)
Tier three: Code breaking (you know where enemies will be attacking or defending from)
Tier four: Gas (you always have at least +1 to ground invasions)
Tier five: Naval mines (you always have at least +1 to sea battles)
Tier six: Strategic bombing (you always have at least +1 to aerial attacks)

Attacking and Defending
During a war, a nation will post where it sets up defences (ie. on the east border). If a nation has radar, they know about these defences and can attack from an undefended border (ie. the north). When this occurs, the attacking nation gets a +1 bonus. If a nation has code breaking, this bonus increases to +2.

A defending nation cannot defend more than 2 directions at the same time (a direction being north, south, east or west). If it defends 3 directions, it suffers a -1 detriment. If it totally defends its borders, it suffers a -2 detriment.

An attacking nation can split its force, giving the impression it will attack a defended border. If the split force attacks an undefended border, the attack goes as usual. If the border is defended, the attacking nation has a -1 detriment. Defending nations can see the troops move if they have radar and know where they’re going if they have code breaking. In this way, they can initiate a battle against a split force and have a +1 bonus if the border is defended.

A nation can enlist the help of allies to defend or attack. An ally of a defending nation allows it to defend one extra direction without suffering a detriment. The allies of attacking nations can attack from a different direction, forcing a defending nation to protect its borders.

A defending nation does not get a benefit from having more than one nation defend one direction and an attacking nation does not get a benefit from having more than one nation attack from the same direction.

Nations that intend to ally with another nation have to state on the forum that they are allied AND that they are assisting a nation. If the ally does not do both of these things, the attacking/defending nation cannot benefit from the bonuses. If this is done, the attacking/defending nation can control the forces sent to assist without consent of the ally.

All troop movements (both by attacking and defending nations) should be in spoiler text. Only nations with the proper augmentations are aware of the movements.

If a nation has radar, their troops automatically move to a front after an attack. If they have codebreaking, their troops automatically move to a front before an attack.

Written by:
The ziron empire
The Holy Edorian Empire of Denathor
Slightly east korea

Update history here.

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