Combat between units. Now we’re
getting into more gritty mechanical stuff. And this is really where my lack of
skill comes to the forefront.
Firstly, we decided that everything
happens on a month by month basis. However, having only one action to declare
in a month is kind of well, sucky, so let’s decide that each month contains five
combat ‘turns.’
On a turn, a unit can either battle,
move, restructure, engage in combat, defend against engagement, scout, retreat,
be routed, be mustered, sack or conquer.
Battle is an involuntary action, if two opposing units share a hex
on one of the five action count downs, they will battle.
Movement is the movement of your force. An army moves as fast as
its slowest unit.
If two belligerent units stumble
into one another, say by blind movement, this results in both forces fighting
at disadvantage.
Restructure means that you can choose to adapt your force’s
composition, say by breaking all your cavalry off, or by merging together separate
groups of peasants and the like. Units can only be restructured together when
in the same hex.
If attacked while restructuring,
you can choose to immediately reintegrate the units together, or have a free
movement of one unit while the other stays behind to fight.
Engage in Combat / Defend Against Engagement is when two
belligerent forces encounter one another. Engaging is when you launch an
attack. Defend Against Engagement is when you prepare to receive an attack. Defending
requires two consecutive actions be declared as ‘Defend.
Engaging a hex that has no unit
it in, puts you at disadvantage for the rest of the month.
Engaging more than once per
month, except against a routing enemy, puts your force at disadvantage. Unless, your military unit is entirely
cavalry and/or knights, in which case you can engage twice.
Defending grants you an
advantage.
Engaging a force that has chosen
to defend puts you at disadvantage (they’re still at advantage for defending).
Scout gives you details on one of the hexes surrounding your force
(from a military perspective). Armies with at least five hundred infantry or
one hundred cavalry are immediately detected by units in adjacent hexes,
although scouting is still required to get specifics on number and composition.
If you choose to scout on the
same turn that a unit in the hex you are scouting launches an attack, they are
put at disadvantage.
Routed is involuntary
movement imposed on you when your force breaks and falls into a disorganized
retreat. The force falls back a number of squares equal to twice its movement away
from its enemy, typically towards its own territory. If the force had
individual units within it that had a better movement (such as cavalry), they
break away and form separate routing forces. You are unguarded while routed.
Routed units who encounter
non-routed units can be restructured so long as they are within a hex adjacent
to the non-routed unit. If they are not restructured, they continue fleeing
even if they pass directly through an allied unit.
Mustered is the act of
raising the military unit.
Attacking a unit that is
mustering or which mustered on a preceding action, puts them at disadvantage and
grants advantage to the attacker.
Patrol forces are always
considered to be raised. In the event of bandit plunder attacks, they are
considered to be present for immediate specific deployment from any hex possessing a stronghold.
Sacking involves one of two options. One is Plundering, and one is Commandeering.
A hex being sacked does not contribute its resource or tax to its regular
owner. Sacking puts your force into an ‘unguarded’ state as they are spread out
looting, threatening farmers or running around terrorizing peasants. You cannot
sack a hex that has an undefeated stronghold in it.
Commandeering means that the
enemy unit within the hex forces the populace to essentially pay the unit’s
monthly upkeep. They take the necessary subsistence or resource requirement
from the hex itself. A hex forced into a ‘cannot feed its own people’ state by
this doesn’t destabilize immediately though, as they know that they’re being
robbed and not mismanaged, but if they suffer for too long they may destabilize.
Plundering means the
military force is robbing the people. Bandit and raider events are always
considered to be ‘plundering.’ A plundering force takes twice the regular
generated subsistence, resource and tax value from the hex at the cost of 2d10%
of the population being lost (they are either driven off, or killed). If a hex
is plundered for six turns consecutively, it is depopulated. Bandit events will
never occur to the same hex on six consecutive turns, as this would depopulate
a hex, and they view the populace as a resource to be cultivated.
Conquering entails that the unit leaves behind sufficient forces
with a DR to ‘protect’ the hex, for purposes of claiming it and establishing
control. This results in a hex becoming ‘contested’ between two belligerents. The
one who actually provides for the hex’s security requirement is considered to
be its owner for purposes of family assignments and income. Two opposing forces’
DRs are considered to cancel each other out (IE: A hex has 200 families, so a
DR requirement of 20. Army A has a DR of 40. Army B has a DR of 51. This means
Army B is supplying 11 DR to the hex, but that’s insufficient to control it.) Contested hexes must have forces dedicated to their defense, and these
units cannot be used to represent security elsewhere in a realm.
Also, to defend against conquest or
conquer a hex, a force must be in a hex. If opposing forces are both in a hex,
they resolve their DR for control after
their battle.
Now, this is where I am a mild jerk
water because these actions have to be decided essentially simultaneously. So
two opposed players would need to be doing these actions at roughly the same
time. They are however, done sight unseen, like playing Battleship.
Now, Spook, you ask, what is
advantage and disadvantage? And for that, I answer.. it’s one of those
modifiers to combat.
Advantage to attack increases your
AR by ½.
Disadvantage to attack decreases
your AR by a third.
Advantage to defense doubles your
DR.
Disadvantage to Defense halves your
DR.
Being Unguarded cuts your AR and DR
to one quarter of its usual value, rounded down.
Let’s take a closer look at this in
a bit, since I want to unpack it more in my brain.
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