V3 DRAFT
Draft 3for comment see page 4
draft 2I worked out the left side of the map, One camp attacking a central citadel. This is a 5 star fort but I can make it a 4-star too (vauban did it too). I can also bring in more camps. I was thinking on three.
The siege contains of mainly 3 battles.
-> First, on the left, the camp. Uniting a camp would brings a bonus (let's say 3 camp-regions +1, 5 regions +3, ...) reconstructing a riot inside.
-> Second battle: the citadel (centre) itself, with its bastions, ravelins, counterguard (CG) and central buildings. uniting pieces of the fort brings a bonus (darkgrey example on the map in the left-top: a +1 for uniting 2 buildings, can be expended by adding the rampart and the ravelin (would bring a, lets say +3) reconstructing a riot inside. darkgrey is an impassable moat.
-> Third battle: area between the camp and the citadel, and on the hills behind the camp. This battle is mainly a bombardment-battle between artillery.
In detail this crossing zone consists out of a few zones (circles), each zone containing regions.
-> The closed zone is for the miners. They are connected with the next zone (foot soldiers) and with a one way to the gate, containing a neutral +5, simulating time needed to blow up the gates. The citadel has 3 gates. The miners can be attacked by the CounterGuard soldiers (CG on the map).
-> Next zone is for foot soldiers. Foot soldiers are under attack by a one-way artillery on the bastion. They are connected with the miners and the end of the trench. They can be attacked by their own close range artillery in the back.
-> next zone is for short artillery. The can attack the foot soldiers, and are under attack by a one-way bombardment on the counterguard (CG artillery) and by their own stables in the back.
-> next zone is the outpost, containing stables, regions and the entrance to the trenches. trenches can only be accessed there. The outpost is under attack by the long-range artillery on the hills, left from the camp.
-> next zone is the camp, with 2 bridges and an impassable moat. outside the camp, on the hill is a long range artillery that can attack the camp below, the bridges and the outposts.
Specials:
-> the middle of the trenches loses -1 for each round, because they are in the line of sight of the citadels canons.
-> only way to acces the short range artillery is by capturing the stables, who have a one-way connecting to the short range artillery.
-> capturing the stables in the centre of the citadel gives acces to the counterguard artillery.
-> ravelins who have no gate, have a one-way bombardment with the counterguard. Historicaly correct. Ravelins had only walls in one direction. Once the enemy captured it, they could not hide from the canons inside the citadel.
-> trenches can only be accessed by the outpost or the foot soldiers.
Hey all,
some of you know me already from the Flanders 1302 map.
I'm currently running through some ideas and the next i like the most:
For those of you who don't know Sébastien Le Prestre (de Vauban) (1633-1707):
http://www.fortified-places.com/vauban.html
Vauban was an engineer and architect of fortifications around cities and of citadels.
His fortification exists out of a star-shaped contour, most of the time in different levels.
Most of the fortifications still exist today, most of them in France. He's considered the greatest military engineer of Europe.
This one is a nice example:
Why would a fort be a nice idea? I think because a lot of the possibilities of the XML could be used: there are a lot of One-way attacks, bombardment from canons on the wall, there are tunnels, different levels....lots and lots of possibilities. And it would be in honor of Vauban, for his tactics and ways of defense and sieging... we all use in CC
But I'm not sure and need some feedback now. Would it be nice to make a detailed map of ONE fort, where all action take place?
Or multiple fortifications, so it comes like a (bit more detailed) Feudal Epic style? The larger the environment, the less place we have to make a nice game play out of the citadels.
We could place start positions, or place citadels in a harbor...
I know these forums aren't that much visited so all feedback is welcome and necessary.
Thanks,
Dub