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== Creating a mercenary company == Mercenary companies are easy way to start battlefields. Once you've learned the ropes of playing mercenaries, you might want to consider selecting your allegiance and start playing for some specific kingdom. However, for the purpose of this tutorial we will first create a mercenary company which does not require an allegiance. Therefore this tutorial assumes you have not yet selected your allegiance, which the system will interpret as you will play mercenaries by default. === Hiring your people === To hire mercenaries, you need to go to the Mercenaries battlefields shop which is located in Vaerlon, 8 rooms east from the Double Dragon inn. Hiring costs some of your experience and silver, so you will need to have a total of 100k experience and also 100k of silver on you to complete this tutorial. In the mercenaries shop, type 'list'. First, you need a leader. Type: <pre> hire mercenary veteran </pre> My new mercenary veteran's name is Mongrel. Then, hire two mercenary regulars. <pre> 2 hire mercenary regular </pre> These two new regulars are named Edge, and the other is named Raine. As your new hires will be delivered to your inventory, drop them to be able to manipulate them. Make sure this is a safe spot in which you are not disturbed. <pre> drop all mercenary </pre> Now, we can build the company by using command "trooper". Let's place them all to team called alpha. How many different teams you want is up to you. <pre> trooper mongrel do squad-assign to alpha trooper edge do squad-assign to alpha trooper raine do squad-assign to alpha </pre> All three have now been assigned to a squad named 'alpha'. Try out command 'roster' to verify. Your mercenary squad is now ready. <pre> get all mercenary </pre> Note: Outside of battle, all battlefield assets like these mercenaries are represented in form of tokens, which is not an unusual way for any wargame player to organize their rank and file. In this inactive form, they are almost weightless, saveable objects you can get and drop and manipulate normally. You can also save them over boot, so your company won't be lost even if you're not in battle. The only way you can lose them is in battle. === Finding an opponent === Battlefields is designed for minimum of two players. So to try out your mercenary force in battle, ask another player to join your battle and ask him to do the steps you just did above. Once you and your friend have a mercenary company ready and with their squads assigned, you are ready for battle. === Go to battlefield of Wyvern Gulch === By using command 'roster' you will find out that the total battle value of your mercenary force is a total of 85 points. There are a total of five battlefields in Silverspire. Each of them has a specific lower and higher battle value limits specified and battle value of your company and your friend's company must be within these limits. The Wyvern Gulch, located right in the center of Silverspire, has a minimum battle value of 50 and maximum of 250. So it will do perfectly fine for testing of our mercenary power. So go to the entrance of Wyvern Gulch with your friend with each carrying your company in your inventory. See picture below, this is the correct place. [[File:Entrance of Wyvern Gulch.png|300px|none|left|At the entrance of Wyvern Gulch.]] === Place your bets === From the battlefield entrance, both players go 1 north. [[File:Negotiation stage.png|300px|none|left|Negotiation and betting stage of battle.]] Type 'drop 1 mithril' (have 1 with you!) This will be our battle bet. Regardless of the bet, if there are sufficient victories in the battle, there will also be additional automated rewards. Type 'bet' Now, the other player goes 1 west, to team #1 ready room. The other player goes 1 east, to team #2 ready room. === Readying your team === Once in the ready room, both players type: 'forcemin 50' After that type: 'ready'. Now, both players go 1 north and drop all your mercenaries on the floor of this room. So I will drop my mercenaries in the floor of deployment room of team #1 while Doromo will drop his mercenaries on the floor of deployment room of team #2. Both players go 1 south, back to team ready room. Now, both players type 'deploy' to lock both teams. === Deploying your team to the battlefield === [[File:Deployment begins.png|frame|right|Deployment stage begins.]] This indicates that the deployment stage has begun. The battlefield daemon determines the order of initiative. This order will last until the end of battle. Now, order of deployment was decided so that team1 will always go first, then team2. So also deployment to battle will follow this order. So, whichever team in your setup is chosen to go first, that team member should now type 'startdeploy' to start his deployment of squad. The team that won the initiative will deploy first, and in the meanwhile the other team has to wait until they are ready. Once the first team is deployed, a signal is given for the second team to start deployment by typing 'startdeploy' on their team's behalf. Once 'startdeploy' is typed, the team player will be moved to the podium and he can guide the deployment stage of his force from there. === Battlefield deployment === It is assumed by default that players will want to select their deployment positions in the battlefield manually. However, in the team ready room, you can use command 'pickstart' to toggle automatic deployment of force. Automatic deployment means computer will deploy your force randomly in your team's deployment area. In this tutorial, we will not change the default setting so that we learn to deploy our forces manually. In the podium, the most important commands at your disposal are: {| class="wikitable" |- ! Command !! Description |- | company || this will show the status of your whole company, both those deployed and those still in reserves |- | next || select next trooper of your company |- | prev || select previous trooper of your company |} To see where you are, you first have to select a trooper, type 'next', then type 'tac' which is a shorthand for 'tactical'. [[File:Tactical.png|300px|frame|left|Tactical view of the battlefield.]] Also, once you have selected a trooper, you can use command 'squad' to see status of squad this trooper belongs to. Remember, we assigned them to squad 'alpha' earlier, so they all are in that squad now. You can try 'next' and 'prev' commands, followed by 'tac' to see how things work. In the tactical, your currently selected trooper is marked as white @, while other troopers of your company are marked as white *. Now that we are in the deployment stage of battle, you can use this opportunity to position your company the way you want at no movement cost. This comes with the restriction: Each team has their designated deployment area, and no trooper can go past these boundaries during the deployment stage. To deploy your force, choose your troopers one at a time using 'next' and 'prev'. Once you have selected a trooper, use command 'deploy <direction>' to move him. You can try e.g. 'deploy s', 'deploy w', etc. [[File:Deployment in progress.png|300px|frame|right|Battle deployment in progress.]] NOTE: Because your selected trooper is a leader (as it is a mercenary boon: all mercenaries can lead a squad), the rest of the same squad will follow. If you wish to make a trooper stay, use 'next' to select that trooper and type 'stay' so he will not follow squad leader anymore. Type 'follow' to make that trooper follow the leader again. Once you have deployed all your troopers, type 'enddeploy'. Now, the other team may follow suit and type 'startdeploy' and go through the same stage. Note however that they will be in the opposite end of the battlefield and because there is no line of sight, the activity of other will be hidden from the other. Once the opposing team is ready with deployment, again, 'enddeploy'. Once the last team to deploy ends the deployment stage, the first battle turn will start automatically. <pre> enddeploy [Battle] Your team's deployment is now done. [Battle] Team team1 (#1) finishes deployment. [Battle] 1 teams out of 2 are now deployed. [Battle] team2 (#2) turn begins. icesus64 >Team team2 (#2) begins deployment. [Battle] Team team2 (#2) finishes deployment. [Battle] All 2 teams have now been deployed. Battle begins. [Battle] Battle turn 0 over. [Battle] Team team1 (#1) force: 85. [Battle] Team team2 (#2) force: 85. [Battle] Battle turn 1 begins. [Battle] team1 (#1) turn begins. </pre> === First battle turn, my turn === Type 'next' to select a trooper. Type 'action' to select an action. Remember, each of your troopers may perform two actions on your team's turn. In-game helps will describe each available action. Type 'battlefields actions' to read about them. I will choose 'action move'. Note that because in mercenary squad everyone can be a squad leader, all members of the squad will follow and choose the same action. <pre> Use this command to choose action for Raine. Usage: action <move|shoot|charge|ready> action move Mongrel [lp4] has selected action Moving (4/4). Edge [zw1] has selected action Moving (4/4). Raine [bbn] has selected action Moving (4/4). </pre> I will move my mercenaries 1 se, 1 s. <pre> move se Mongrel [lp4] moves to southeast (3/4). Edge [zw1] moves to southeast (3/4). Raine [bbn] moves to southeast (3/4). icesus64 > move s Mongrel [lp4] moves to south (2/4). Edge [zw1] moves to south (2/4). Raine [bbn] moves to south (2/4). </pre> Then, end the action. <pre> end Mongrel [lp4] ends current action. Edge [zw1] ends current action. Raine [bbn] ends current action. </pre> I have still second action left. I will move more towards south. <pre> move s Mongrel [lp4] moves to south (3/4). Edge [zw1] moves to south (3/4). Raine [bbn] moves to south (3/4). move s Mongrel [lp4] moves to south (2/4). Edge [zw1] moves to south (2/4). Raine [bbn] moves to south (2/4). icesus64 > move s Mongrel [lp4] moves to south (1/4). Edge [zw1] moves to south (1/4). Raine [bbn] moves to south (1/4). icesus64 > move s Mongrel [lp4] moves to south (0/4). Edge [zw1] moves to south (0/4). Raine [bbn] moves to south (0/4). icesus64 > end Mongrel [lp4] ends current action. Edge [zw1] ends current action. Raine [bbn] ends current action. </pre> '''NOTE!''' If you use 'next' or 'prev' in midst of your action, your action with your currently selected trooper will end. Note that if you end an action, your enemy can react. Read on-line help 'battlefields reactions'. While we're at it, we're going to choose 'shoot' as our squad's default reaction. [[File:Bearing.png|thumb|right|Legend: Bearing (B)]] <pre> reaction shoot Mongrel [lp4] alert reaction is now shoot. Edge [zw1] alert reaction is now shoot. Raine [bbn] alert reaction is now shoot. icesus64 > squad ========================================================================================= MERCENARY SQUAD: alpha ----------------------------------------------------------------------------------------- ID Re Name |Type Rank X Y Z R B Lock [lp4]L2 Sh Mongrel |mercenary Cpl 23 14 0 0 270 [zw1]L2 Sh Edge |mercenary Tpr 23 14 0 0 270 *[bbn]L2 Sh Raine |mercenary Tpr 23 14 0 0 270 ========================================================================================= </pre> The "Re" column in squad contains the shorthand for which reaction is chosen. 'Sh' is for shoot. Since my team has only one squad, and all of them have done their two actions following per their leader, my team turn is over. Type 'endturn' to end your turn. Your opponent will be notified of this and his turn will start automatically. === First battle turn, my opponent's turn === Your opponent will now do his team's turn. Remember, because we chose 'shoot' as a default reaction for our team, whenever the enemy comes in los and ends an action <10 rooms away, our troopers will react by shooting arrows. Once the opponent is ready with his turn, he will type 'endturn'. If his team's turn was the last of the battle turn, a new battle turn will start. === First contact === Eventually, teams will make contact. Since line-of-sight is personal to each trooper, and troopers of a squad can be different positions, each trooper will confirm the contact from his behalf: <pre> move s Mongrel [lp4] moves to south (2/4). Edge [zw1] moves to south (2/4). Raine [bbn] moves to south (2/4). icesus64 > move s Mongrel [lp4] moves to south (1/4). Mongrel [lp4] reports new contact Mercenary [46a] to the southeast. Mongrel [lp4] reports new contact Mercenary [d12] to the southeast. Mongrel [lp4] reports new contact Mercenary [aqn] to the southeast. Edge [zw1] moves to south (1/4). Edge [zw1] reports new contact Mercenary [46a] to the southeast. Edge [zw1] reports new contact Mercenary [d12] to the southeast. Edge [zw1] reports new contact Mercenary [aqn] to the southeast. Raine [bbn] moves to south (1/4). Raine [bbn] reports new contact Mercenary [46a] to the southeast. Raine [bbn] reports new contact Mercenary [d12] to the southeast. Raine [bbn] reports new contact Mercenary [aqn] to the southeast. </pre> Note that only the squad type is revealed from the enemy. This is mainly to keep the position of the squad leader hidden from the other team. And besides, most of the time you don't know your enemy troopers by the name. To know more about the enemy, we will stop and study the situation a little bit. Remember that this is a turn-based mode of playing and speed doesn't solve anything. <pre> contacts ================================================================ TEAM CONTACTS ---------------------------------------------------------------- ID Type X Y Z R B Weapon [46a] mercenary 28 31 0 12 145 short bow [d12] mercenary 28 31 0 12 145 short bow [aqn] mercenary 28 31 0 12 145 short bow ================================================================ </pre> Ah ha. These bastards are armed with short bows. Each contact has an individual ID using which I can e.g. lock them. The R column shows me the range, which is currently 12 rooms. This also explains why they did not react and shoot at my troopers; they are more than 10 rooms away. Reactions will happen only at <10 rooms. I will lock to one of them to see my odds of hitting them from here. [[File:Target locked.png|frame|left|Enemy contact - target locked. The tac display will show enemy contacts as yellow, locked contact as red.]] <pre> lock 46a Mongrel [lp4] has locked Mercenary [46a]. Edge [zw1] has locked Mercenary [46a]. Raine [bbn] has locked Mercenary [46a]. icesus64 > aim Mercenary [lp4] aims short bow at Dragon [46a] - BTH: 3. Mercenary [zw1] aims short bow at Dragon [46a] - BTH: 3. Mercenary [bbn] aims short bow at Dragon [46a] - BTH: 3. </pre> This is actually looking good. The range of short bow is 15. The damage of my short bow is 1D6. They are inside all of my troopers' range, and their Base-To-Hit (BTH) is 3. This means is my mercenaries have to roll 3 or more with a D6 to hit them. I am willing to take the chance and seize the initiative. Let's shoot some arrows at them. Shoot to kill! [[File:Shoot to kill.png|frame|left|Shoot to kill!]] What happened here is: * Short bow has 2 hits. It means it will shoot 'twice' per each shoot action because it is fast to use and reload. So my mercenary Mongrel [lp4] (name and rank hidden from enemy) fired the first arrow, it hit enemy mercenary named "Dragon" [46a], who failed his defence with a natural 1. As a result, he will fall to the ground and is now dying. Troopers who are dying will die exactly one battle turn later, unless a trooper with medical skills (air priest) will use their healing powers and revive him before this eventuality. * Since the first mercenary is down, Mongrel does not waste any more arrows on him, but instead automatically shifts target to mercenary [d12]. He hits this new target as well, but the enemy mercenary (Veil) succeeded in his defence. However, the force of the blow hit him 2 rooms backward, which actually took him out from the line-of-sight. This is very fortunate for him. * With Mongrel having shot both his arrows, it is now time for Edge to shoot. Edge can't see mercenary [d12] because he was knocked off LoS, so he targets the remaining enemy mercenary [aqn]. Again, the mercenary succeeds in his defence and is hit back by the blow. Also he disappears from the line of sight. * Since Dragon [46a] is down and dying and other two mercenaries were hit back and out of LoS, Edge realizes there are no more targets in the danger zone and ends his shoot action. Our third mercenary, Raine, realizes the same, and ends her shoot action as well. Since I have used my two actions for each of my troopers again (move and shoot), I will end my turn by 'endturn'. === Surrender === Staggered by the defeat and not willing to lose any more, the opponent team decides to surrender. Both teams, with their troopers, will be moved to (separate) debriefing rooms. This is how the debriefing room looks like to the losing team. <pre> surrender yes [Battle] Team team2 (#2) surrenders! [Battle] No active enemy teams present. [Battle] The battle is over. Starting debriefing. [Battle] Battle tally: 45 points. [Battle] Surviving force of team team1 (#1): 85 [Battle] The first winning team has now received the bet. You have been moved to the debriefing room. You are in a chamber that smells of blood and grime. The battlefield: The Wyvern Gulch team #2 survivors and also the wounded will be brought here after the battle. Also, if you belong to the winning team, your prize will be delivered here. You can then share the remaining forces and the prize among the team as you wish. Once you have shared, and taken what you are going to take, and your debriefing is finished, type 'done'. Once all teams finish their debriefing, an entrance will open that will lead you back to the entrance of the arena. If your team received any tally points during battle, type 'rewards' to see what you can redeem with them. It is well lit here. There are no obvious exits. Blitz [mercenary regular] Seraph [mercenary regular] [Battle] Surviving force of team team2 (#2): 40 </pre> All survivors of the battle will accompany your team here. You can pick them up and make them see another battle in the future. This is how the debriefing room looks like to the winning team. This team won the battle, so they receive tally points. <pre> [Battle] Team team2 (#2) surrenders! [Battle] No active enemy teams present. [Battle] The battle is over. Starting debriefing. [Battle] Battle tally: 45 points. You have been moved to the debriefing room. You are in a chamber that smells of blood and grime. The battlefield: The Wyvern Gulch team #1 survivors and also the wounded will be brought here after the battle. Also, if you belong to the winning team, your prize will be delivered here. You can then share the remaining forces and the prize among the team as you wish. Once you have shared, and taken what you are going to take, and your debriefing is finished, type 'done'. Once all teams finish their debriefing, an entrance will open that will lead you back to the entrance of the arena. If your team received any tally points during battle, type 'rewards' to see what you can redeem with them. It is well lit here. There are no obvious exits. Feather [mercenary veteran] Snake [mercenary regular] Storm [mercenary regular] [Battle] Surviving force of team team1 (#1): 85 [Battle] Your team won the battle, so these items belong to your team now. [Battle] The first winning team has now received the bet. [Battle] Your team has received 45 tally points. Type 'rewards' to see what you can do with them. [Battle] Surviving force of team team2 (#2): 40 </pre> You can spend your tally points in the shop which is available in the debriefing room. [[File:Debriefing tally.png|400px|none|left|Tally shop of the debriefing room.]] Tally points dont save, so this is your only chance to redeem your tally rewards for the battle. Note also that this tally is for your team as a whole. If your team consisted more than one player, you have to decide how to share things (but preferably before the battle). Once you are finished with your debriefing, type 'done'. As all teams are done with their debriefing, an exit will appear which will lead you out from the arena.
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