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Events: EU / Total Control - A Hex Map Conquest Event
« on: January 06, 2014, 10:36:29 pm »CURRENTLY EDITING RULES | WILL BE UPDATED CONTINUOUSLY
NO OFFICIAL START DATE AS OF YET
The goal is to start by February 1st
The goal is to start by February 1st
Welcome to the new installment of the Total Control - A Hex Map Conquest Event. The goal of this event is to create a massive battle between multiple regiments on a battlefield. Regiments will be split up into two teams, the French and the English and will start on opposite points of the map. The goal is to capture Nodes or Sections on the map to gain certain bonuses for battles. These can range anywhere from and officer bonus to even having cavalry in a line battle.
By capturing Sections and Nodes you gain momentum on capturing the rest of the map. As it is the goal to capture and eliminate the enemy team.
By capturing Sections and Nodes you gain momentum on capturing the rest of the map. As it is the goal to capture and eliminate the enemy team.
Hex Map Rules
Winning Conditions
You hold all 5 Strategic points
Manpower as in actual casualties - Full 3000 Depleted
Same Faction Regiments may not stand on the same hex, unless is on top of a capital section.(Forced Retreat)
Call to Arms Range - 2 hexes from center
No Fog of War everyone will be able to see where everyone is moving
Crossing paths at the same time with opposing faction - 1v1 - or allow passage.
If Regiments Lose 1v1s or events - they take a automatic -50 manpower and have the choice to retreat 1-2 hexes back into captured territory or retreat to the closest captured capital or movement route 2 hexes back.
Winners take the spot and may continue their movement if wanted
Winning Conditions
You hold all 5 Strategic points
Manpower as in actual casualties - Full 3000 Depleted
Same Faction Regiments may not stand on the same hex, unless is on top of a capital section.(Forced Retreat)
Call to Arms Range - 2 hexes from center
No Fog of War everyone will be able to see where everyone is moving
Crossing paths at the same time with opposing faction - 1v1 - or allow passage.
If Regiments Lose 1v1s or events - they take a automatic -50 manpower and have the choice to retreat 1-2 hexes back into captured territory or retreat to the closest captured capital or movement route 2 hexes back.
Winners take the spot and may continue their movement if wanted
Battle / Events / Nodes
Battles take place over Section Capitals, Victory Points, Denied Nodes, regiments fighting over same movement hex.
Events can happen throughout the week / Sunday for big events / this is a regiment vs regiment kind of event set up
Regiments within the “Call to Arms” range can come to the event without merc penalty
Regiments outside the “Call to Arms” range come as mercs
Each Week Sunday Night 8 pm est or 9 pm est still to be decided are for capital / vp nodes.
Multiple battles can happen in 1 week.
Battles take place over Section Capitals, Victory Points, Denied Nodes, regiments fighting over same movement hex.
Events can happen throughout the week / Sunday for big events / this is a regiment vs regiment kind of event set up
Regiments within the “Call to Arms” range can come to the event without merc penalty
Regiments outside the “Call to Arms” range come as mercs
Each Week Sunday Night 8 pm est or 9 pm est still to be decided are for capital / vp nodes.
Multiple battles can happen in 1 week.
Manpower
Manpower will be totaled up on Sundays
Each Faction will have 3000 manpower.
Regiments are allowed to move up to 6 hexes per week although there is a catch. Moving more than one hex will cost you man power.
(2 hexes is -5 manpower, 3 hexes -5 manpower, 4 hexes -10, 5 hexes -10, 6 hexes -20. Max of 6 hexes a week - 20 manpower)
If an imbalance occurs, you are able to call upon mercenaries. Mercenaries in turn count at 2 manpower per the usual one. For example, if the 54th brings 40 men and we also bring 5 mercenaries the total manpower will be 50. ((40 members + 5 Mercs = 50 Manpower) 1 Merc = 2 Members)
Manpower will be totaled up on Sundays
Each Faction will have 3000 manpower.
Regiments are allowed to move up to 6 hexes per week although there is a catch. Moving more than one hex will cost you man power.
(2 hexes is -5 manpower, 3 hexes -5 manpower, 4 hexes -10, 5 hexes -10, 6 hexes -20. Max of 6 hexes a week - 20 manpower)
If an imbalance occurs, you are able to call upon mercenaries. Mercenaries in turn count at 2 manpower per the usual one. For example, if the 54th brings 40 men and we also bring 5 mercenaries the total manpower will be 50. ((40 members + 5 Mercs = 50 Manpower) 1 Merc = 2 Members)
Every member you bring will cost you one manpower; if you lose the battle, your regiment loses double its own manpower.
Installments/Other Manpower Notes
Buildings / Forts placing forts on sections - costs 100 manpower each faction gets 2 forts - forts are Siege Maps once you lose the Siege - the fort is lost and takes double the amount to rebuild the fort for both sides. Example Faction A builds fort for 100 Faction B Wins then rebuilds a fort on same section for 200 manpower
Capturing a Section - 50 manpower
Capturing a node - 5 manpower
Denial of a node - 10 manpower
Capturing Victory Point / Strategic Point - 25 manpower
Capturing a Section - 50 manpower
Capturing a node - 5 manpower
Denial of a node - 10 manpower
Capturing Victory Point / Strategic Point - 25 manpower
Week By Week Check List
Decisions for each regiment movement, capturing, fighting, needs to be down by Tuesday of each week.On Wednesday the movements of regiments will happen if any conflicts Wednesday or thursday will be a 1v1 between each of their regiments.
Friday Capture, contest, deny nodes - Que - Saturday+Sunday - Event to Contest or Denial Battles.
Sunday after the event Total up all manpower used over the week and deducted from the total. - each regiment is responsible for their manpower usage.
Monday Strategize.
Repeat
Decisions for each regiment movement, capturing, fighting, needs to be down by Tuesday of each week.On Wednesday the movements of regiments will happen if any conflicts Wednesday or thursday will be a 1v1 between each of their regiments.
Friday Capture, contest, deny nodes - Que - Saturday+Sunday - Event to Contest or Denial Battles.
Sunday after the event Total up all manpower used over the week and deducted from the total. - each regiment is responsible for their manpower usage.
Monday Strategize.
Repeat
Regimental Leaders/Officers
Rules for leaders
Rules for leaders
- Add the head administrators on Steam.
- Give reports to head administrators weekly and/or after events.
- Must be able to bring 10 or more men to events.
- Must be able to comply with the rules
Head Administrators
Application to Join
- Regiment Name:
- Leader:
- Steam (Link if possible):
- Can you bring more than ten men to the events:
- Will you remain active in the event:
- Have you added the head administrators: