Think of it like a continuous war. The Knights attack the ToG and are beaten, so the Gravelords retaliate, but the Lifehunters cut off the knights retreat, etc. This system would likely lead to wars that are a month long or more, and. full of such things as assassination attempts and wartime alliances and truces.
So what does this mean for you? If you are a normal member,it just means that you will be doing smaller scale duels and such to represent lore "strikes" as opposed to just sitting and invading. If you are a covenant leader, however, it means your choices now get to start meaning something, and you get to make a lot of them. Be careful, choosing to attack at the wrong time may lead to a total defeat.
So, start the discussion and lets hear from the community!
Generals, the time for strategy is here. No longer will wars be a mindless clash of steel and death. Now, control is everything. Control your troops, control the land, control the battle. Lead your units wisely, and all of Lordran can be yours! Fail, and death shall be waiting around the corner.
The Herald is a neutral party who will be playing the role of gamemaster for this game of wits. All actions go through the Herald, who then determines how the fates lie. The Herald will also reveal information of the war to the sides and bystanders as the war proceeds.
The main "playing piece" of the game are the Champions. A Champion is the unit that generals use to move around the areas and perform actions, and each Champion represents one of the members of that covenant.
Each covenant is allowed one action and one movement for every turn. These actions do not have to be through the same unit. For example, you can fortify with one unit, and move an entirely different one. Some actions have been laid out below, although different actions will be considered if requested. Be warned: once chosen, your action is set. Be sure to consult with your Council Members before you act.
Fortify - Increase the fortification level of the occupied area (if controlled)
Sabotage - Lower the fortification level of the occupied area
Scout - Check the occupied area for signs of fortification or enemy champions.
Spy - Send a champion undercover in another army in order to try to uncover intel
Guard - Have a champion stay and defend the occupied area, as well as watch out for assassins.
Assassinate - Have a champion try to take out an enemy Champion in the occupied area for 3 turns.
Move - Move a Champion to an adjacent area. That champion can move an additional time if both are in controlled areas.
Attack - Attempt to claim control of the occupied area.
Every zone has a fortification level. The level starts at 0 by default, and it can be built up by having a unit fortify that area if the area is under your control, or by sending a unit to sabotage the area. Every fortification or sabotage raises or lowers (respectively) the fortification level of that zone by 1, with caps at -5 and 5. If a battle occurs in that area, the fortification takes effect: If the fortification level is positive, the attacking side starts with a score of (-50 * fortification level). If the fortification level is negative, that penalty instead applies to the Defenders.
So someone tried to assassinate you. Don't worry, it doesn't mean you are dead! You get the chance to fight them back! You and the assassin get to fight to see who "dies!" The loser's unit becomes useless for 3 turns and can't perform any actions. Don't worry though! If you have any allies on guard in the area, there is a chance they can back you up!
Areas are just that: an in-game area. An area is either controlled by a covenant or contested. Each area has a “Perk” that is granted to the covenant that controls it, as detailed below:
(NOTE: Some areas include more than one in-game area) (WiP)
Lower & Upper Undead Burg
Undead Parish & Sen’s Fortress
The Depths & Blighttown
Valley of Drakes
Painted World of Ariamis
Tomb of Giants
Kiln of the First Flame
A battle is essentially a smaller version of the old style of war, with some changes:
1. Fortification bonuses apply
2. Area bonuses apply
3. The battle is shorter (6 hours?)
A battle lasts for 3 turns, each turn representing two hours of combat: If you "arrive" in the area on the third and final turn of the battle, you get 2 hours of combat. Every champion in an area can participate and score for the amount of time that their unit is eligible for, with one exception: Defending units who start in the area but DIDN'T last use the guard option lose 1 hour from their time.
Last edited by Shkar on Tue Oct 23, 2012 5:13 am; edited 5 times in total