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Grid War


DAL59

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This game is played on an excel spread sheet grid.  Each player will start by placing their capital, which has one factory.  You do this by replying in the following format:

Round 0

Capital 

Coordinates (Between 1A and 50AX) (You may not place within 2 of any other player)

Team (Red, Blue, or Green)

After the initial capital placement round, there will be turns divided into rounds in the following order: Research(A), Production(B), Combat Move(C), Noncombat Move(D), and Placement (E)

During the research round, each player chooses how much they want to invest in research, and what they want to research.  For every 5 they invest, a die is rolled.  Each roll of one increases their research progress by 1.  The effects of the technology come into effect immediately.

Spoiler

Radar: +25 to initiative rolls.  3 RP

Super Computer: You get RP on rolls of 1 and 2. 5 RP

Paratroopers: Bombers now can carry 2 Inf 3 RP

Air Support: Each fighter now has the same Inf support ability as artillery 2 RP

Heavy Tanks: You can now produce heavy tanks, which have 3 HP, attack at 4, defend at 5, and can move 2 3 RP

Mass Assault: Inf now cost only 3 4 RP

Nuke: Nukes cost 50 to produce, but can be produced over multiple rounds.  You can use them to destroy any enemy city, factory, research center, or all units on one square.  8 RP

Improved AA: AA now hit on rolls of one or two.

Dispersed industry: You can place factories anywhere, not just in cities.

Jet: Planes have a range of 20, bombers have unlimited range.

During the production round, players can produce infrastructure and/or units.

Spoiler

City: Cost 20  Produce $10 per turn.  Can be used to place factories.  Can only place one city per turn.

Factory: Cost 15

Research Center Cost 25 Can be placed in cities or independently.  Produce 1 RP at the beginning of each turn.

Technology Sharing: Not a building, but during the production round, you can spent 10 per RP cost to give another player on your team a tech you have.  This tech does not activate until the next turn.

Spoiler

Infantry: Cost 5, Move 2, Attack 1, Defense 2

Artillery: Cost 8, Move 2, Attack 2, Defense 2, provides a +1 bonus to the attack and defense for up to 2 infantry

Tank: Cost 15, Move 4, Attack 4, Defense 3, 2 HP

Plane: Cost 15, Move 10, Attack 3, Defense 4, 2 HP, must land during the noncombat round in friendly territory not newly acquired.

AV: Cost 15, Move 6, Attack 1, Defense 2, 2 HP, can carry 2 inf or 1 inf and 1 art or 1 AA

Bomber: Cost 25, Move 30, Attack 5, Defense 2, 2 HP.  Instead of attacking, during a combat move a player can send their bomber to bomb a city, factory, or research lab.  When bombing, any AA at the target gets to make two rolls: one one before the bombing and one after.  If bombing a city, the player loses $2d4, if bombing a factory, the player loses $1d6, on a 6 the factory is destroyed.  If bombing a lab, the bomber rolls a 1d6, on a 5 or 6 the lab is destroyed.

AA: Cost 15, Move 2, cannot attack.  At the beginning of each combat iteration, a 1d6 is rolled for each plane or bomber, on a 6 the plane or bomber is instantly destroyed.

During the combat round, each player first rolls for initiative on a 1d100, then takes turns moving their units into combat or bombing.

After each player's combat turn, I will resolve all battles automatically using TripleA and excel.  Basically, during combat a die is rolled for each unit, and for each roll <= the attack score(if their the attacker) or the defense score(if their the defender), the opponent takes a casualty.  The casualties are taken automatically from most to least important, taking into account artillery support and multiple HP.

After every player has finished their combat turn, I will show the updated map.  

Then during the noncombat move, all players can move any units that did not participate in combat, as well as land their planes and bombers.  I will then show the updated map again.

Then, during the placement round players can place their purchased units and infrastructure at any of their factories, but not the ones they just captured.

After the turn ends, players earn 1 income per tile they control, +25 per capital, +10 per city.  Each player has $50 at the start of round 0.

Also no roleplaying that's against forum rules.

Spoiler

Team Red: 

@Wildcat111

@GRS

Team Blue:

@Kerballing (Got Dunked On)

Team Green:

Edited by DAL59
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