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- From: mac18@cus.cam.ac.uk (Mark Cheverton)
- Newsgroups: rec.games.pbm,rec.games.misc,rec.answers,news.answers
- Subject: Battle, a PBeM Game FAQ (Part 1 of 2)
- Followup-To: rec.games.pbm
- Date: 26 Mar 1994 23:20:06 GMT
- Organization: The anti games-ban league (Cambridge Branch)
- Lines: 498
- Approved: news-answers-request@MIT.EDU
- Distribution: world
- Expires: Saturday, 30 Apr 94 23:20:04 (GMT)
- Message-ID: <Battle-faq-1-764724004@cus.cam.ac.uk>
- Reply-To: battle@cp.tn.tudelft.nl (Battle Game Maintainer)
- NNTP-Posting-Host: bootes.cus.cam.ac.uk
- Summary: Common questions about the PBeM game Battle, and info on
- how to join. New players please read before mailing GMs
- with questions.
- Keywords: Battle, game, PBeM, strategy
- Originator: mac18@bootes.cus.cam.ac.uk
- Xref: bloom-beacon.mit.edu rec.games.pbm:6902 rec.games.misc:5634 rec.answers:4628 news.answers:16877
-
- Posted-By: auto-faq 2.4
- Archive-name: games/battle-faq/part1
- Version: 2.0
- Posting-Frequency: Monthly
- Last-Modified: 12/3/94 by Mark Cheverton
-
- ---
- Battle FAQ (Frequently Asked Questions) [1 of 2]
- Game devised by: Richard Ashely
- Map drawing program and modifications: Colin Bell, Chris Carr, John Sloan
- Current maintanier: Mark Cheverton (mac18@cus.cam.ac.uk)
-
- This file contains an introduction to battle and answers some of the
- questions that are most commonly asked of GMs by the players. If you have a
- query about the rules then please have a look through this file first to see
- if its already been answered.
- Do not take this document as law, always look at the local rule
- variations for the game you are playing. If your GM disagrees with any of the
- decisions in this document s/he will state their ruling there.
-
- --(Contents)-------------------------------------------------------------------
-
- Part 1:
-
- =1= Introduction to battle
- =2= General questions
- =2.1= How do I get the files?
- =2.1.1= Via IRC
- =2.1.2= Via FTP
- =2.1.3= Via Mail
- =2.1.4= Via Gopher
- =2.2= How do I view the map?
- =2.3= What's press for?
- =3= Rules queries
- =3.1= Movement
- =3.2= Attack
- =3.3= Elite
- =3.4= Storage
- =3.5= Power Chains
- =3.6= Conversion
- =3.7= Construction
- =3.8= Defence
- =3.9= Explosion
- =3.10= Tunneling
- =3.11= Range
- =3.12= Hover
- =3.13= General
-
- Part 2:
-
- =4= Battle players hall of fame
-
- --(=1=)-------------------------------------------------------(Introduction)--
-
- BATTLE is a play by mail strategy game with deadlines roughly every half
- week depending on the GM. For those who have little time, it should take at most
- about half an hour to think out your moves and mail them. Usually it doesn't
- take more than about five minutes.
- The game is played with 12 players on a playing field made up of
- hexagons. Each player has a base which has a certain amount of power and can
- build and improve units. Units can be given attributes like move and attack
- but these have to be researched first by the base. The aim of the game is to
- eliminate the other players and be the last one surviving, games usually last
- about thirty moves.
-
- --(=2=)--------------------------------------------------(General Questions)--
-
- --(=2.1=)------------------------------------------(How do I get the files?)--
-
- --(=2.1.1=)--------------------------------------------------------(Via IRC)--
-
- There are four methods for retrieving the files needed to play battle,
- the first is to use the BatServ robot in IRC...
-
- Short instructions for operating batserv:
-
- /msg batserv list - A list of files you can retrieve
- /msg batserv send <file>- Send you the file. You should
- type /dcc get batserv which will
- start the link.
- Other commands will be added soon and he'll be neatened up, mail me
- if you have any features you think should be added.
-
- --(=2.1.2=)--------------------------------------------------------(Via FTP)--
-
- Alternatively the files can be retrieved by anonymous ftp from
- ftp.cp.tn.tudelft.nl in /pub/pbm/Battle thanks to Frits Kuijlman for
- providing this.
-
- A quick guide to using ftp, I'm assuming you're on a UNIX system here
- because thats what I use, if not the messages may be slightly different but the
- commands should be the same , if you are on a vax or something with filename
- length restrictions you may have to replace 'get game16_status.txt' with
- 'get game16_status.txt status' which will save it on your system as status,
- which is short enough. Everything you type below is marked with a ** before it -
- don't type the **) And replace my email address with yours when asked for a
- password.
-
-
- ** ftp ftp.cp.tn.tudelft.nl
- Connected to cygnus.cp.tn.tudelft.nl.
- 220 cygnus FTP server (Version wu-2.1c(3) Thu Sep 16 22:03:45 MET DST 1993) ready.
- Name (ftp.cp.tn.tudelft.nl:mac18): ** anonymous
- 331 Guest login ok, send your complete e-mail address as password.
- Password: ** mac18@cus.cam.ac.uk
- 230-
- 230- Welcome to the FI-CP FTP site in Delft, The Netherlands.
- 230-
- 230- Local time is Sat Mar 26 17:24:07 1994.
- 230-
- 230- This ftp site provides access to two Internet resources: the
- 230- Terry Pratchett Archives (look in pub/pratchett) and the PBM/PBEM
- 230- Archives (look in pub/pbm).
- 230-
- 230- In case of problems or questions please contact ftp@cp.tn.tudelft.nl.
- 230-
- 230 Guest login ok, access restrictions apply.
- ftp> ** cd pub/pbm/Battle/game16
- 250 CWD command successful.
- ftp> ** get game16_status.txt
- 200 PORT command successful.
- 150 Opening ASCII mode data connection for game16_status.txt (1913 bytes).
- 226 Transfer complete.
- local: game16_status.txt remote: game16_status.txt
- 1994 bytes received in 0.0057 seconds (3.4e+02 Kbytes/s)
- ftp> ** get game16_map.ps
- 200 PORT command successful.
- 150 Opening ASCII mode data connection for game16_map.ps (44161 bytes).
- 226 Transfer complete.
- local: game16_map.ps remote: game16_map.ps
- 44512 bytes received in 0.36 seconds (1.2e+02 Kbytes/s)
- ftp> ** quit
- 221 Goodbye.
-
- --(=2.1.3=)-------------------------------------------------------(Via Mail)--
- [Under construction]
- Mail pbm-server@cp.tn.tudelft.nl with HELP in the body of the message.
- This will send you some help on using the mail server.
-
- --(=2.1.4=)-----------------------------------------------------(Via Gopher)--
- [Under construction]
- Gopher to gopher.cp.tn.tudleft.nl and look under Play by mail/Battle,
- files can be retrieved as straight text using the s key to save to a file.
-
- --(=2.2=)-------------------------------------------(How do I view the map?)--
-
- The map is in postscript format so there are usually two ways to look
- at it - firstly the easiest and best is to just print it out. If you're unsure
- how to do this ask someone in the know or go to your computing service. The
- other method is if you can get access to a graphics terminal like an xterm,
- then, depending on what operating system you're using you can view it with a
- program like ghostview (for UNIX). Ghostview is also available for Windows.
-
- --(=2.3=)-------------------------------------------------(Whats press for?)--
-
- Press is a means by which you can reach all the players instantly
- with just a mail message. This can be used for pompous declarations of war or
- peace or just for character building. Let your imagination roam free and do
- a bit of role playing - the press doesn't count in the actual game but it adds
- to the feel. To mail some press send the message to battle@cp.tn.tudelft.nl with
- the subject line pressX where X is the game number. Press can also be mailed
- anonymously by sending it to the same address and asking (but don't make the
- title pressX or it'll be forwarded!)
-
- --(=3=)-----------------------------------------------------(Rules Queries)--
-
- --(=3.1=)--------------------------------------------------------(Movement)--
-
- What happens if you have two adjectant pieces, neither of which
- can attack, are they stuck there?
-
- > Yes, they are stuck there. Both can be considered to be attacking, but
- without the capability (ie they do no damage). Any two adjacent enemy units must
- stop and combat is mandatory, unless elite statuses are used.
-
- .............................................
-
- Am I correct in assuming that a piece in combat cannot move away
- (except using elite statuses), even if the piece it is in combat with moves away
- on the same movement phase (using elite again)? What about if the other piece
- has moved away on a previous movement phase?
-
-
- > Yes, you cannot disengage unless you use elite. If the piece moves away
- using elite you cannot move away on the same phase unless you too use elite, but
- on subsequent phases you can move
-
- .............................................................................
-
- Take two pieces, one at height 0 and the other at height 1 in a C-wards
- direction. The lower piece is ordered to move C and the upper piece F
- (so in effect they swap places on the map) does this require elite (if they're
- enemy pieces that is)
-
- > No, they are not adjacent when they move, so no elite is necessary.
- Note that if piece A has move 2 and piece B has move 1, they WILL become
- adjacent once piece A has moved. The solution to this is for piece A to order
- move 0C while piece B moves F so that they move in the same movement phase.
-
- --(=3.2=)----------------------------------------------------------(Attack)--
-
- Suppose there are 2 units 1A12 & 1B41 in adjacent hexes. They battle.
- How is the battle run? Do they damage each other by 'attack' amounts each turn,
- or is the battle fought to a conclusion in the turn that they meet?
-
- > The former, they each do 'attack' damage on each other per turn
-
- .............................................................................
-
- If I have a unit with attributes 221 and it's attacking a unit with
- attributes 132 then at the end of the turn, assuming the elite status isn't used
- to run away or target attacks the two units end up as 110 and 121, don't they?
- Or am I misunderstanding the attack rules?
-
-
- > Correct, the attack is simultaneous, and piece 1 loses 3, 1 move, 1
- attack, 1 elite, piece 2 loses 2, 1 elite, 1 attack.
-
- .............................................................................
-
- Can I specify that I don't want a unit to attack an adjectant enemy?
-
- > It is possible to not attack a piece if you're adjacent to it, by using
- elite to ignore adjectancy just like in the Move phase. Note that to attack a
- piece with range when adjectant to an enemy piece takes two elite - one to
- ignore the adjectancy and then another to split the attack between the two
- pieces.
-
- .............................................................................
-
- Can one use elite to attack with less than one's full strength?
-
- > Yes, but it takes two elite to do so, one to split, and one to ignore
- adjacency of the bit you don't want to attack. Note that if you are adjacent to
- more than one unit, it takes one elite to split (assuming you wish to only
- attack _one_ unit at less than full strength, and waste the rest of your attack)
- , and one elite to ignore EACH of the adjacent units. Eg. if you are surrounded
- by three units, and wish to attack one of them at less than full strength and
- ignore the rest, you must use a total of four elite. If you wish to attack two
- of them (but still not use all your attack) you need 5 elite : two for splitting
- , 3 for ignoring.
-
- --(=3.3=)-----------------------------------------------------------(Elite)--
-
- If you use 'elite' to avoid attacking a neighbour, do you have to
- spend one point for each enery you wish to avoid attacking, one
- point for the _hex_ you're in, regardless of neighbours, or
- one point for the whole turn?
-
- > You spend one point to avoide attacking one adjectant unit. Hence
- if you have two adjectant enemy units you need to use two elite to ignore
- them that turn.
-
- .............................................................................
-
- Can two elite 1 pieces combine to work as an elite 2 piece?
-
- > Yes
-
- --(=3.4=)---------------------------------------------------------(Storage)--
-
- If I build a unit with movement and storage and then put power into it,
- I assume I can do all this in one turn. Can I then, however, also in the same
- turn move the unit, and transfer the power out of it? It would be nice, but I
- guess it's not possible.
-
- > Correct. You can build it, but since build comes before movement, once
- the piece has moved, it can no longer build.
-
- .............................................................................
-
- Can you build a unit with storage, fill it, and then use that stored
- power to build up another unit?
-
- > Yes. See above.
-
- .............................................................................
-
- 1) Can pieces use stored power to modify themselves?
- 2) Can you use stored power passing to do part of an attribute? Each to
- increase something from 1 to 2 can you put in one point from the base and
- one point of passed power from a neighboring piece?
-
- > 1) Yes 2) Yes, since this is effectively a power chain and chains are
- instantaneous so all the power is in one place and usable. Also power can be
- passed through a base to do this as if the base had infinite storage.
-
- .............................................................................
-
- Can a piece which has 1 power storage, with 2 points of power stored
- do the following...
- 1) Pass 2 points of power along a chain
- 2) Get 2 more in from another source as a refill
- 3) Use the new 2 power to upgrade (not pass power to, but upgrade) a
- neighbour?
-
- > 1) Yes 2) Yes 3) No
-
- --(=3.5=)----------------------------------------------------(Power Chains)--
-
- Given this scenario:
-
- NOTQUITEREAL Random Player user@ideal.world.gov
- Base A1 Research Level:4 Power:11
- 1A1111/0 A2
- 2A1111/0 A3
- 3A1111/0 A4
- 4A1 A5
-
- 1) Would it be possible to transmit 2 power down the line to 4A giving it
- Attack & Elite 1?
- 2) Would it be possible to transmit 2 power down the line to 4A giving it
- Attack & Elite 1 and leave 2 power in each of 1A,2A,3A?
- 3) Would it be possible to transmit 11 power down the line to 4A giving it
- Attack, Elite & Storage 2 with 2 stored power? If not then would it be
- possible to increase 1A to storage 2, pass power to 1A & increase 2A to
- storage 2, pass power to 2A and increase 3A to storage 2, then pass 4 power
- down the chain to give 4A Attack 2 & Elite 1?
-
- > 1) Yes 2) No 3) No 4) No, but some of that is possible.
-
- The basic idea about power chains (I know this isn't detailed very well
- in the rules) is that a unit can have storage built in it and pass on power in
- the same build phase, but a unit can only give and/or receive the max amount of
- power it can handle ONCE in each build phase. ie A unit can start off a turn
- with stored power, give it and then receive it from another source again that
- phase, but not pass on the second lot of power. Similarly an empty unit can
- pass on one lot of power, but not receive a second lot.
-
- .............................................................................
-
- Can you move power up and down (in chains or from a base)?
-
- > Power may only be passed down, allowing passing up makes it far too easy
- to build hardhats, etc., but it was agreed to allow passing down to facilitate
- repair of tunneling units.
-
- --(=3.6=)------------------------------------------------------(Conversion)--
-
- Can a piece convert two pieces in one turn, by splitting its convert?
- Could this be done by expending an extra elite to perform the split (as in
- splitting attacks?)
-
- > A unit can split its convert, no elite is needed
-
- .............................................................................
-
- Is it possible for 2+ units to gang up & pool their convert whilst
- attempting to convert others, or is it purely a 1:1 thing. If not, what if
- 1X1000/0 2, 2X1000/0 2,1Y1000/0 2 all attempt to convert 1Z1 at the same time?
- Do 1X & 1Y 'Stand off' whilst 2X converts successfully?
-
- > Units of the same faction can pool to effect a conversion.
-
- --(=3.7=)----------------------------------------------------(Construction)--
-
- In the rules it sates (under Hover) that "The perimeter wall is at all
- heights but interior walls only start at height 0."
-
- 1) Do the walls between bases, ie between M and A count as interior walls?
- surrounding the +5 hex count as interior walls?
- 3) Can these walls be 'removed' by construction units?
- 4) Can the perimeter walls be 'removed' by construction units (by removing
- the wall at the bottom the rest falls down...)? (not that there's much
- point in this...)
-
- > 1) Yes 2) Yes 3) Yes 4) No
-
- .............................................................................
-
- Can a piece build or destroy a wall more than once in the same turn
- if it has more than one construct?
-
- > Yes, in the event of two pieces doing opposing things then the the one
- using more levels of construction will succeed.
-
- --(=3.8=)---------------------------------------------------------(Defense)--
-
- No questions!
-
- --(=3.9=)-------------------------------------------------------(Explosion)--
-
- Is explosion blocked by defense?
-
- > No, this may vary in some games see the local rule variations.
-
- --(=3.10=)------------------------------------------------------(Tunneling)--
-
- If a piece tunnels into a hex causing a wall to fall down, can another
- piece move 'through' that wall on the same movement phase?
-
- > Yes, the justification is the following: the movement phase can b
- thought to consist of three subphases:
- 1. Any pieces of earth needing to be removed for tunneling are removed
- and any walls falling down fall down now.
- 2. All the pieces are moved
- 3. Any piece without sufficient hover to stay where they are fall.
-
-
- Perhaps the following illustration would be helpful. (This is a side view)
- _____
- W | In the case where X moves to the left
- W Z | then both walls (W) fall down. Z and
- _______ W_____| Y can the move through where the walls
- | W ||||| were the following movement phase.
- | Y W |||||
- |______W |||||
- ||||| |
- ||||| X |
- |||||_____|
-
- .............................................................................
-
- Is it possible to tunnel under a base?
-
- > No
-
- --(=3.11=)----------------------------------------------------------(Range)--
-
- If two pieces are separated by one range and there is a wall directly
- along their line of sight (eg a piece at L7 and on at M9 with a wall at L8A)
- do the pieces have los on each other.
-
- > No the wall blocks the los.
-
- .............................................................................
-
- Exactly how does line of sight work?
-
- > Draw a straight line between the _centres_ of the two pieces involved,
- and look at all the hexes it goes through (define hex here as a location a piece
- can sit in, ie A4 and A4+1 are distinct hexes). Look at all the hexes it goes
- through: if there's a piece in any of them or a wall at the point it goes
- between two hexes then the shot is blocked.
- Trouble starts when you attempt to shoot along lines which go through
- points on the boundaries of more than two hexes. There are two possibilities for
- this: either (a) you shoot along an edge of a hex, or (b) you shoot through a
- point which is on one of the top edges or bottom edges of a hex.
- In case (a), you need to look at what happens just left or just right
- of the line. If either is clear, then you can see the target.
- Case (b) only arises when you're shooting down one of the 6 compass
- directions and also requires (x-height difference)/(y height difference) to be
- either an odd integer or the reciprocal of an odd integer. In this case, you
- look at what happens just above and just below the line.
-
- The following is useful: if you're trying to hit a piece, if you're
- higher up than you are further away, then you need to have a clear line to the
- top of the piece, if you're lower down then you need to have a clear line to the
- side of the piece. If you're equally high up and far away (which means you need
- to be shooting down one of the compass directions), then you can do it either
- way.
-
- --(=3.12=)----------------------------------------------------------(Hover)--
-
- At what points do units which have had their flying gear shot to bits
- fall out of the sky. Before or after the conversion phase?
-
- > Before
-
- .............................................................................
-
- If a piece with two hover moves over a piece that is hovering at a
- height 0 over a 2 deep hole with only two hover, does the lower piece fall?
-
- > Two pieces vertically adjectant only fall until the lower piece is at
- its hover limit, hence the piece can move on top with only two hover and
- doesn't fall.
-
- --(=3.13=)--------------------------------------------------------(General)--
-
-
- Can you build a unit, add things to it, and then use it in its
- turn of creation?
-
- > Yes, you may give it whatever stats you can afford and have
- researched and then do all the normal things like move, construct etc
- since these are all after the build phase.
-
- .............................................................................
-
- Please confirm that it is possible to make your movement orders
- conditional on other players' builds.
-
- > This is possible since the movement phase is after Build and so can be
- conditional on what happened.
-
- .............................................................................
-
- How are points restored to bases which have been attacked? Say someone
- knocks 3 points of someone's base.. how much does it cost to get back to full
- power? Is it 1+2+3 or 8+9+10 or...
-
- > The former. Also, you don't need to do it in one turn. if you are down
- 6, you could regenerate 3 then 2 then 1 over 3 turns at a total cost of 6+3+1 =
- 10.
-
-
- ----------------------------------------------------------------------------
-