When stationary the Flames are still animated even though the sprite is not moving - so us mod team are investigating how to replicate this for possible new sprite animations, to use for the Flicking Tongue of a Wyvern,when stood still or even the Plume of Helmet in the Breeze etc.. it would allow many possibilties to enhance and make more detailed Characters. For now though, simply re-use the original Screaming Skull sprite for testing, until we crack it.
7K Empire & Undead may only have 1 of any unit type. Green skin may only have 2 of any unit tpe.
Exception, undead may have any number of zombies.
Items allowed Grudebringer Sword, the book of spells. The greenskins may have morks war banner.
No unit with a movement speed greater than 4 may pick up or equipe any item.
* 4 is the moving speed of foot troops, units with fast movement are ogres, elves, vampire, & cavalry.
Players choose 2 races and create a 7k army for each.
Each player fights every over player 4 times. Once hosting with each army, once connecting with each army.
Each player must use a different race to fight the other.
Disconnects count as a draw unless both players agree the winner was obvious.
Any games unable to take place due to failing to host/connect count as a draw. *
2 Maps are chosen by mutual consent, each must be hosted and connected to by each party.*
Each player receives 2 points for a winning a round of 4 games, 1 point for a draw.
Sorry I didn't read this before but Excellent Ruleset, I will certainly vote for this sometime as very close to how I used to play many Years ago before we developed a Point System Ruleset. Your ruleset is very easy for any new members to get to grips with and the concept of playing multiple times could be used to take turns in playing Defensively with a Defensive army perhaps ( to eliminate opponent sitting on their Hill with archers and Arty and expecting us to march slowly upto them, as if they were playing Single player mode with AI).
Yeah, Classic AI battle vid, we hope one day to have a Co-Op mode but unfortunately any AI becomes controllable automatically, until we can find a solution to this problem. Basically our idea was to have a Huge Undead/Vampire Castle that has Player 1 and Player 2 at different sides of the Map and Player 2 would fight Player 1's additional AI (with Triggers and waypoints) and Player 1 would fight Player2's AI. This would have allowed a Castle Full of Undead AI to be conquered.
Darkmancer recently showed me a great description that explains the Combat Process -
After all of the other phases are completed you go into combat phase in which the player who charges strikes first (only on the first round of combat, after that it is based on initiative). To hit you compare the WS of the fighters. if they are the same the attacker hits on a 4+, if the attackers is 1 or more higher then he/she/it (lol) hits on a 3+. But if the defenders WS is more than twice that of the attackers then the attacker will hit on a 5+.
After you calculate the hits you go into the damage calculation calculation part. In here you compare the attackers Strength to the defenders toughness. If they are even (say S3 and T3) the attacker will wound the defender on a 4+. If the S is 1 higher then the T then the attacker will wound on a 3+, 2 higher will wound on a 2+. if the Strength is lower then the Toughness then the attacker will wound on a 5 or 6 depending on the difference.
and finally for the fun part. Now you need to calculate the Armor save. using dwarfs as an example a typical warrior will get a 3+ save, this is because they have heavy armour, shield, and a hand weapon (which only counts for close combat). after you find out what the Armour save is you will actually raise the number depending on the strength of the attacker a S4 enemy will change an armour save from a 3+ to a 4+.S5 will put you at a 5+. S6 6+. S7 or higher you get no Amour save (ha! ha!).
And last but not least combat resolution. please just read the book 4 that one.