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Realistic Minibuilding Warfare/Skirmish[RMW] Handbook

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2fire1fire2 is not online. 2fire1fire2
Joined: 30 Dec 2011
Total Posts: 28
19 Dec 2013 07:16 PM
RMW/S is a special type of way to battle in minibuilding. This way to play has rules and specific mechanics on how its done. This way to do minibuild warfare makes stuff kind of like an RTS Skirmish game.

These chapters will teach you how to play by RMW/S.

1-CP
2-Unit Cost
3-Moving units
4-Common Sense Realism
5-Cover Rules
6-Unit Vision
7-TZs
8-Combat
9-Morale

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1-CP

CP or Command Points is the General resource for RMW/S. All units cost CP.

You get CP over time (10 per payload) and that increases for every captured TZ.

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2-Unit Cost

All units cost CP. Certain costing more and others costing less.Nations with weaker units that are generally cheaper, can cost less CP.

Example(WW2 Setting)
USSR Rifleman-5CP
German Rifleman-10CP
This example is used cause USSR Soldiers usually have Less Morale and less training, while Germans more morale and more training.

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3-Moving Units

All units have to move to survive and stay mobile. But they all move different speeds, not just "zip" and there. Recommended to move your mouse very slowly to represent moving units.

Though, certain units move quicker then others like a jeep compared to a soldier. Example

EXAMPLE(Modern Warfare era setting)
Rifleman-3 studs a second(Max Speed)
Humvee-16 studs a second(Max speed)

And Roads do increase units speed by 30%

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4-Common sense Realism

You have to use common sense for the realism. Example, some soldiers have body armor that protect them so they could become injured. And when Injured they can't reutrn fire and move 50% slower, they require a medic to heal.

You also have to think about shrapnel which always gets a 45% chance of killing infantry 7studs away from the explosion.

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5-Cover Rules

Infantry and sometimes even armor have to make do of cover. Cover increases the units chances to survive and can even help stabalize morale.

The Percentages mark bonus cover.
Cover settings
1- Negative Cover -25%(Ground forces in water, on roads, and When In Valleys/Surrounded by hills).
2-No Cover 0%(Open grounds)
3-Light Cover 25%(Light Objects, thin walls,Prone,Furniture,ect)
4-Fair Cover 50%(Sandbags,Simple Walls,Barriers,ect)
5-Heavy Cover 100%(Buildings,Trenches,Hills/highgrounds,ect)
6-Supreme Cover 200%(Bunkers,Buildings or Trenches on hilltops,ect)
7-Superior Cover (Varies)(Add something to a hilltop which is 100% and do your math on its percentages)

*Hilltops or highgrounds also provide extra range and vision.
*Forests vary on Density
Lightly dense-25%
Dense-75%
Jungle Dense-150%
*Forestry does though ruin vision and its hard to see within, also Dense woods and Jungle Dense woods are not traversible with Vehicals and they slow down infantry movements.

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6-Unit vision

All units have a certain range to bea ble to see, snipers and officer can see farther than regulars cause they have Scopes,Optics, binoculars, ect.

Vision is also handicapped for Vehicals which have trouble seeing everything, especially their rear.

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7- TZs

TZs or Territory Zones are Capturable zones that increase CP payloads. They Also allow you to secure footholds, usually set up in fair spots, some can mean different increaasive payloads by color.

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8-Combat

When combat emerges, its not just pew pew dead. Some fights can take alot of time. Soldiers risk suppresion and cover usually adds on to the time. A fight with 20 soldiers without and strategic way to win and they both have Fair cover could last around 5-6 minutes.

Under Suppression, soldiers can't return fire or move, if they try moving, they will get killed.
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9-Morale

All units have morale.

Morale effects the way they fight and how they fight. Example.

20 soldiers charge against a machine gun nest.

This is an Example with units that have simple morale.

10 soldiers die, the squads morale then drops to 50%, now the soldiers lose accuracy and begin to panic.
Then 7 soldiers die leavng three left, those three's morale will drop to around 15% and at 15% and below, soldiers will get routed or another way of saying running off the battlefield.

Though, Officers can stop morale drop effectivly. Officers give a 50% Morale boost and make soldiers more effective.

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Thos have been the set chapters for RMW/S.
RMW/S is reccommended to experienced Minibuilder RPers who enjoy realism or Quick battles with realism.

I hope you enjoy this new way to do minibuild warfare :D
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