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TheOnlyGhost
06-13-13, 09:02 PM
Okay, so I was playing an old school GBA (GameBoy Advance) game called "Advance Wars 2" and thought we could incorporate their turn based war game strategy using the CO's (Commanding Officers) perks and disadvantages somehow. Tell me what you think and how we might do it ... anyway, here are the CO's and their powers as well as their ranks in their expertise {Powers/super powers only last one turn and can be only used a maximum of 3 times):

Ratings are as follows:

1 - Pathetic
2 - Weak
3 - Average
4 - Great
5 - Amazing
6 - Insane!

Andy:

- Infantry --- 3
- Mechanical Infantry --- 3
- Tanks --- 3
- Artillery --- 3
- Transport/aide vehicles and planes --- 3
- Planes --- 3
- Ships --- 3

Perks: None
Power: Repairs all units by 20% health.
Super Power: Repairs all units by 50% health.

Sami:

- Infantry --- 5
- Mechanical Infantry --- 6
- Tanks --- 2
- Artillery --- 2
- Transport/aide vehicles and planes --- 3
- Planes --- 1
- Ships --- 1

Perks: All Infantry have a +1 to movement, buildings can be captured 50% faster.
Power: Increase all Infantry attack power by 50%, increase movement by 1 for infantry.
Super Power: Increase all Infantry attack power by 100%, increase movement by 1 for infantry. Instantly capture buildings in one turn.

Max:

- Infantry --- 2
- Mechanical Infantry --- 2
- Tanks --- 6
- Artillery --- 1
- Transport/aide vehicles and planes --- 3
- Planes --- 4
- Ships --- 1

Perks: Tanks have +1 movement, yet Artillery suffers in range by -1.
Power: Tanks power increases by 25%, movement increases for tanks by 1.
Super Power: Tanks power increases by 50%, movement increases for tanks by 2.

Nell:

- Infantry --- 6
- Mechanical Infantry --- 1
- Tanks --- 1
- Artillery --- 1
- Transport/aide vehicles and planes --- 6
- Planes --- 1
- Ships --- 2

Perks: All units have a 10% chance of causing double damage, yet have a 10% chance of receiving double damage.
Power: All units have a 25% chance of causing double damage, yet have a 10% chance of receiving double damage.
Super Power: All units have a 50% chance of causing double damage, yet have a 20% chance of receiving double damage.

Drake:

- Infantry --- 3
- Mechanical Infantry --- 3
- Tanks --- 2
- Artillery --- 2
- Transport/aide vehicles and planes --- 3
- Planes --- 1
- Ships --- 6

Perks: Unaffected by rain yet suffers in the snow. Ships use less fuel, but planes use more fuel.
Power: Makes it rain for 1 day. All units unaffected by rain.
Super Power: Does 10% damage to all enemy units, reduces their ammo and fuel by 20%, makes it rain for 2 days. All units unaffected by rain.

Eagle:

- Infantry --- 3
- Mechanical Infantry --- 3
- Tanks --- 2
- Artillery --- 2
- Transport/aide vehicles and planes --- 3
- Planes --- 6
- Ships --- 1

Perks: Planes use less fuel, yet ships use more fuel.
Power: Increase all planes power by 25%, increase plane movement by 1.
Super Power: Increase all planes power by 25%, increase plane movement by 1. Move twice in one turn, except for infantry units.

Jess:

- Infantry --- 1
- Mechanical Infantry --- 1
- Tanks --- 6
- Artillery --- 1
- Transport/aide vehicles and planes --- 6
- Planes --- 1
- Ships --- 1

Perks: All units have infinite ammo and fuel.
Power: Increase tanks fire power by 100%, decrease tank movement by 1.
Super Power: Increase tanks fire power by 250%, decrease tank movement by 2.

Olaf:

- Infantry --- 4
- Mechanical Infantry --- 4
- Tanks --- 4
- Artillery --- 4
- Transport/aide vehicles and planes --- 2
- Planes --- 1
- Ships --- 1

Perks: Unaffected by snow, yet suffers in the rain.
Power: Makes it snow for 1 day. All units unaffected by snow.
Super Power: Does 10% damage to all enemy units, reduces their ammo and fuel by 20%, makes it snow for 2 days. All units are unaffected by snow.

Grit:

- Infantry --- 3
- Mechanical Infantry --- 3
- Tanks --- 1
- Artillery --- 6
- Transport/aide vehicles and planes --- 4
- Planes --- 3
- Ships --- 2


Perks: Artillery has a +1 bonus to range.
Power: Increase artillery fire power by 50%, increase attack range for artillery by an additional 1 space.
Super Power: Increase artillery fire power by 100%, increase attack range for artillery by an additional 2 spaces.

Colin:

- Infantry --- 1
- Mechanical Infantry --- 1
- Tanks --- 1
- Artillery --- 1
- Transport/aide vehicles and planes --- 6
- Planes --- 1
- Ships --- 1

Perks: All units are very cheap to purchase, easy to overwhelm the enemy ... however all units are weak since transport units can not attack.
Power: Increase income by 50%.
Super Power: Increase all units fire power based on how much money you have. The more money you have, the more powerful the units will be.

Lash:

- Infantry --- 6
- Mechanical Infantry --- 6
- Tanks --- 1
- Artillery --- 1
- Transport/aide vehicles and planes --- 1
- Planes --- 1
- Ships --- 1


Perks: All infantry unaffected by terrain hindrances like mountains, infantry movement +1.
Power: Increase all infantry movement by an additional 1, unaffected by terrain.
Super Power: Increase all infantry movement by an additional 2, unaffected by terrain.

Adder:

- Infantry --- 6
- Mechanical Infantry --- 1
- Tanks --- 1
- Artillery --- 1
- Transport/aide vehicles and planes --- 1
- Planes --- 1
- Ships --- 1

Perks: All regular infantry units are free to purchase, everything else is 25% more expensive, planes and ships however are 50% more expensive.
Power: Increase infantry fire power by 100%, decrease infantry movement by 1.
Super Power: Increase infantry fire power by 250%, decrease infantry movement by 2.


Sonja:

- Infantry --- 2
- Mechanical Infantry --- 2
- Tanks --- 2
- Artillery --- 2
- Transport/aide vehicles and planes --- 2
- Planes --- 2
- Ships --- 2


Perks: All units can see further in fog of war, counter attacks are 25% more powerful, units health amount is hidden.
Power: Counter attacks are 50% more powerful.
Super Power: Counter attacks are 100% more powerful (Immune to all attacks).

Kenji:

- Infantry --- 5
- Mechanical Infantry --- 4
- Tanks --- 5
- Artillery --- 4
- Transport/aide vehicles and planes ---4
- Planes --- 4
- Ships --- 4

Perks: All units are above average in power, yet they are extremely expensive to purchase, can easily be overwhelmed if not careful.
Power: Counter attacks are 50% more powerful.
Super Power: Counter attacks are 100% more powerful (Immune to all attacks).

Sensi:

- Infantry --- 1
- Mechanical Infantry --- 1
- Tanks --- 1
- Artillery --- 1
- Transport/aide vehicles and planes --- 6
- Planes --- 6
- Ships --- 1

Perks: All transport and plane units have a +2 movement bonus.
Power: All transport and plane units have a +3 movement bonus.
Super Power: All transport and plane units have a +4 movement bonus.


...

Versus the main bad guy...

Sturm:

- Infantry --- 6
- Mechanical Infantry --- 6
- Tanks --- 6
- Artillery --- 6
- Transport/aide vehicles and planes --- 6
- Planes --- 6
- Ships --- 6

Perks: Everything is insane, only suffers in the snow ... has no power, but super power is insane.
Power: N/A
Super Power: Randomly attack 9 - 12 (amount is random) enemy units and reduce their health by 80%.

What do you think? I can add all the units that are available as well as their pros and cons if this works:


Ground units:

Infantry
Mechanical Infantry
APC
Light Tank
Medium Tank
Heavy Tank
Recon
Anti Air Gun

Artillery/long range units:

Missile Sam Site
Rockets
Artillery

Air units:

Bomber
Fighter Jet
Helicopter
Transport Copter

Ship Units:

Battleship (Also capable of Artillery/long range)
Carrier
Submarine
Lander

Transport/Aide units (can't attack):

APC
Transport Copter
Lander

Max Dirks
06-14-13, 05:43 AM
Go check out the rules for the Gisela Open. That's the closest thing to turn based war that we do here, officially. You're obviously allowed to roll with this though if you can find enough interest and turn it into a story.

TheOnlyGhost
06-18-13, 10:22 AM
Anyone willing to test run this with me? I only need 1 or 2 people. I just need to know which CO you will choose/use (EXCEPT Sturm, he will be the bad guy we go after). Max Dirks, you can too if you want.