ForumsGamesTerritory WAR: Advanced Rules

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Disva
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Disva
9 posts
Nomad

Hey, not really expecting anybody to use these, but, might as well, hmm?

Territory WAR is found here: http://armorgames.com/play/279/territory-war

All rules are optional, take which ones you like, modify them, or make your own. This is just what I use. I would love to hear what other people come up with, as well!

Advanced Rules:
1. Themed names!
(Name all soldiers on a common theme)
2. Soldiers with personality!
(More on this down below)
3. Rambo!
(1 on 6, larger team may only use guns)
4. Fog of war!
(No watching the enemy's turn)
5. Curbstomp!
(Boots only)

Soldiers with personality:
Build your soldiers like simple characters for a tabletop roleplaying game, like D&D. However, to keep it simple, just choose from the list of personalities below. Unless you wanna get more creative that is.

Personalities:
The Charger: May use all weapons, but can only move towards the enemy. No retreat. Usually a leader role.
The Pyro: Only uses grenades.
The Redneck: Fires gun every turn.
The Coward: Cannot be hurt. At all. If they get hurt, you lose.
The Bully: Boots only.
The Substitute: Until someone dies, cannot attack. They inherit the personality of the last soldier who died.
The Wall: Cannot move.
The *******: Uses grenades every turn. Even if it hurts teammates.
The Sniper: Only uses guns. If it missed (did not get a headshot) last round, cannot fire on it's current one.
The Camper: Goes to the highest spot of the map and stays there until death. May use all weapons.
The Hemophobic: Plays like The Charger until wounded, then immediately runs as far as possible away from all enemies. Once at edge of map, becomes The Wall.
The MOTHER****ER: Must do damage every turn, or will commit suicide.
The ******: Guns only, and cannot run away.

Please comment!

Also, my Team is this:
Team Rainbows:
1. The Charger
2. =) The Pyro
3. ^_^ The Coward
4. :3 The Redneck
5. ;] The Bully
6. :P The Substitute

  • 12 Replies
Disva
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Disva
9 posts
Nomad

Ahh, just to clarify, as I was ignorant of the site's tendency to censor, here are revised names:

The Jerk: Uses grenades every turn. Even if it hurts teammates.
The Bloodthirsty: Must do damage every turn, or will commit suicide.
The Hero: Guns only, and cannot run away.

bicola1
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bicola1
1,715 posts
Nomad

um... i've played teritory war, and... i just ahve to say...

WTF? i did not get that you just wrote...

Arjan
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Arjan
41 posts
Nomad

Hehe, Curbstomp sounds funny to me, have to try some of these out.

Disva
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Disva
9 posts
Nomad

@bigfatkitty Yeah, it really makes it fun!

@bicola1 What is there not to get? Simply put, it's to make the game more challenging and fun!

@Arjan Yeah, it's hilarious. Also, for some reason the Coward seems to get a LOT of kills on my team.

Patrick2011
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Patrick2011
12,319 posts
Templar

This is what my team would be with personalities:

1. The Sniper
2. The Charger
3. The Substitute
4. The Jerk
5. The Pyro
6. The Camper

Here's Disva's team for reference:

1. The Charger
2. The Pyro
3. The Coward
4. The Redneck
5. The Bully
6. The Substitute

I have tested this on the Island, Graveyard, Void, and Hill. These are the results:

Island: I won with all 6 players. Disva's coward took damage.
Graveyard: I won with all 6 players. Disva's coward took damage.
Void: I won with 2 players. Disva's coward took damage.
Hill: I won with all 6 players. Disva's coward took damage.

From the tests, I have the following tip on team creation: Do not use a Coward.

Disva
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Disva
9 posts
Nomad

@Patrick2011 Hah, nice! And, yeah, the Coward is really hard to use. It plays better once you get the general gist of it. But it is an advanced class, and is not one to pick if you just wanna win. Also, question, what changed the battle with the Void? And, you played against a human opponent, correct?

Disva
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Disva
9 posts
Nomad

@bigfatkitty Indeed! And, glad to hear it. Campers can be very powerful, as long as they are not overwhelmed.

Thought of a few more classes:
The Explorer: From whatever side it starts on, move it to the exact other side. Then acts as a Wall. During moving it, it may use all weapons, but not until it has moved as far as it can.
The Artillery: May only use grenades. May only throw grenades at a greater than 70 degree angle.
The Sleeper: Plays as Wall until damaged. After being damaged, plays as Bloodthirsty.
The Vengeful: Picks a target on opposing team at beginning. It must kill that target within five turns using any weapons, or becomes Substitute.
The Protector: Picks a target on own team at beginning. Protects that target, using any weapons. If that target is killed, the Protector commits suicide.
The Spy: Picks a target at beginning of turn. At any turn, declare one of the other player's soldiers yours, and play as it. The Spy "dies" as a result.

Thoughts?
Suggestions?

Disva
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Disva
9 posts
Nomad

@bigfatkitty
I thought so too...hard to come up with the right way to implement it...ideas?

Patrick2011
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Patrick2011
12,319 posts
Templar

Also, question, what changed the battle with the Void? And, you played against a human opponent, correct?


I played as both teams, and your Coward just seemed to be able to survive better in the Void.
Disva
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Disva
9 posts
Nomad

@Patrick2011 Ahh, interesting!

Disva
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Disva
9 posts
Nomad

@bigfatkitty Yes, indeed! However, I have found that if a Bully gets close enough to them...it ends badly.

Disva
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Disva
9 posts
Nomad

Some new ideas!

The Vampire:
Cannot use any weapons. Once dead, controls player on own team. That player is now Bloodthirsty, while retaining the ability to transfer as a Vampire.
The Executioner:
May use the Gun. At an expense of forfeiting it's own turn, all soldiers may now use the Gun freely, until it is the Executioner's turn again.
The Bomber:
May use the Grenade. At an expense of forfeiting it's own turn, all soldiers may now use the Grenade freely, until it is the Bomber's turn again.
The Sensei:
May use the Boot. At an expense of forfeiting it's own turn, all soldiers may now use the Boot freely, until it is the Sensei's turn again.
The Jammer:
May use the Grenade. At cost of forfeiting own turn, may cancel bonuses of the Executioner, Bomber, or Sensei on the opposite team.
The Sacrifice:
May use any weapons. At cost of never being allowed to use that weapon again, the enemy team cannot use that weapon until it is the Sacrifice's turn again, or until the Sacrifice dies.
The Bodyguard:
May use Gun. If a soldier on it's own team dies, the Bodyguard can take their place, leaving the "dead" soldier in the Bodyguard's body. If a Bodyguard is alive, the Coward may get damaged without making it's team lose, as it knows it cannot die for now.

What do ya think, guys?

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