This is the thread that will hold all the information in the series Soldiers War. SW is a game where people sign up to be a certain unit and once all the spots are filled, There is a war against all 5 colored teams. There are many small battles and there is up to 3 major battles which will eventually decide the victor. In order to win, every other team must be completely wiped out. The remaining team is the winner.
Wars: War 1: Began 7.13.11, Ended 7.22.11. -Winner: Red War 2: Began 8.12.11, Ended ?
How To Play: - First you must decide which unit you would like to be and which team you would like to be in. - Once you are signed up, I do the rest of the work. - Each day there will be up to 3 battles. - I will roll a series of dice to see which team will attack and which will defend. - I will then roll more dice to see which units will be attacking and defending for the teams. - There is a maximum of 5 Units that attack and defend. - Once there are at the most 5 units left on each team, then each unit will be attacking. I will just need to figure out what teams will be attacking who. - The winners are the last team standing and will be rewarded with a trophy. - New trophies will arrive every war. As of now there is [1].
Moral System: Moral is a simple concept. If your moral bar is full, then your soldiers attack with the standard dice. For every soldier that dies, its a 10 moral subtraction unless it is a specialty unit, then it is anywhere from 20-half the moral bar. Killing enemy soldiers gains you 10-20 moral points depending on who is killed. Once the moral bar drops below 51, then everyone on that team loses the desire to fight and lose attack points when attacking and defense points when defending. If the moral bar drops to 0-5, then that team will either surrender or make a final assault on a random team.
Units:
- Commander 15 HP: These units are the backbone for their teams. Once they die, their team loses 50% of their moral. Special Abilities: They can cause 10 Damage to any unit at the cost of 10 HP. Uses: 1 Dice: Att. 13 Def. 18
- *Gunship 20 HP: One of the best Offensive units, It can cause the second most damage in the game. Special Abilities: It can sweep an area causing massive damage to a number of units. Uses: 1 Dice: 18 Att. 10 Def.
- Tank 20 HP: These units are the offensive backbone for their teams. Strongest units and can cause the most damage. Special Abilities: They can breakthrough the defending teams defense causing more damage but receiving an automatic 10 damage to themselves. Uses: 1 Dice: Att. 18 Def. 13
- Flamethrower 15 HP: Offensive units. Vulnerable when on defense. Special Abilities: They can flame out a Machine Gunners nest and Snipers nest Causing 5 damage to the opponents. Uses: Infinite Dice: Att. 18 Def. 10
- *Mech-Suit 25 HP: Strongest units in the game. Although they can withstand damage, their attack is average and they are vulnerable while defending. Special Abilities: Can escape their Mech-Suit and become a Rifleman if they are lucky enough. Uses: 1 Dice: Att. 13 Def. 10
- Machine Gunner 15 HP: Best defensive units in the game. Special Abilities: Can thwart one attack causing 3 damage to whoever attacked. Uses: 2 Dice: Att. 10 Def. 18
- *Spy 10 HP: Offensive unit. Special Abilities: Can thwart other spies and can sabotage enemy equipment causing up to 5 damage on enemies. Dice: Att. 10 Def. 10
- *Flag Carrier 10 HP: Important unit for Moral. If this unit dies, the moral will drop by 20 points Special Abilities: Can boost the teams Moral up to 20 points. Uses: 3 Dice: Att. 5 Def. 10
- Spotter 10 HP: Weak in both defensive and offensive. If attacked, it will uses the sniper as defense. When attacking, it uses the mortar team to attack. Special Abilities: None. Dice: Att. 5 Def. 5
- Sniper 10 HP: Great defensive units. While defending, the chances of hurting a sniper is minimal. Special Abilities: Head-shot to attacking unit, immediate death. Must have a Spotter present. Uses: 1 Dice: Att. 13 Def. 18
- *Mortar 10 HP: Offensive units. Special Abilities: Artillery Barrage which causes a small amounts of damage up to 5 units on defending team. Must have a spotter present. Uses: 2 Dice: Att. 13 Def. 5
- Paratrooper 10 HP: Offensive units. They can counter-attack a Machine Gunner and Sniper. Special Abilities: They can escape death. Uses: 1 Dice: Att. 13 Def. 10
- Medic 15 HP: Weak in both defense and offense. After each battle they can heal all the units up to 5 HP. Special Abilities: Can fully revive one player. Uses: 1 Dice: Att. 10 Def. 10
- *Rifleman 10 HP: Standard Unit. Special Abilities: None. Dice: Att. 10 Def. 10
- *Soldier 10 HP: Standard Unit. Special Abilities: None. Dice: Att. 10 Def. 10
- Shock-Troop 10 HP: Counter-Unit against the Tank. Good at defending against tanks. Special Abilities: Can shoot the treads off any attacking tank, causing the tank to lose mobility and weak when attacking. Uses: Infinite. Dice. Att. 10 (13 against Tank) Def. 10 (13 against Tank)
- Enforcer 10 HP: Defensive unit. Special Abilities: None. Dice: Att. 10 Def. 13
(* means that unit is not included in the current war.)
- Commander 15 HP: These units are the backbone for their teams. Once they die, their team loses 50% of their moral. Special Abilities: They can cause 10 Damage to any unit at the cost of 10 HP. Uses: 1 Dice: Att. 13 Def. 18
i have some other ideas -black ops 15hp special troops that are good at both attack and defense special Abilities:flash bang that make the enemy lose a turn. uses:1 Att:14 Def:14
Everyone, the second war will continue tomorrow. I am sorry for such the long wait after the first battle but i jave just been busy. Do not worry though, soldiers war 2 will re-amp itself tomorrow!