Post by The Forgotten God on Jul 28, 2017 18:58:21 GMT
Command: The cap on commanding forces right now is 4000 men. More than that requires the army to be split into wings which will roll commands separately from each other. As the game progresses this cap will rise.
Raiding: Raiding enables you to steal opponents' resources or destroy them, or you can disperse their populace and reduce the maximum troops available to a house for a given time
Scouting: Scouting lets a commander contest an enemy's efforts at ambushing, as well as enables a commander to estimate the size of another army.
Ambush: Tables to follow, but fundamentally a successful ambush gives your army free attacks
Routing: If an enemy fails a morale check, this enables your victorious army and deliver extra attacks, making what may be a close fight into a massacre
Siege: Sieges allow you to make contested rolls against a fortress to reduce its defensive modification to its garrisons' rolls. Siege also enables the design and construction of military camps and the employment of artillery in battle. When attacking a fortification, a defender may use his castle's defense +20% of his siege skill or his own siege skill as the opposition roll, whichever is higher. Successful defensive siege rolls will increase the time an attacker will require before commencing an assault.
Cavalry: Cavalry rolls may be used to either switch cavalry which are fighting in one wing to another, or it may be used as a charge. A charge can only be done once per battle but it allows the cavalry commander's roll to be added to his army's roll. Certain specified actions can be taken against a cavalry charge such as fortifications, caltrops or natural barriers but those will be mentioned prior to a battle beginning.
Raiding: Raiding enables you to steal opponents' resources or destroy them, or you can disperse their populace and reduce the maximum troops available to a house for a given time
Scouting: Scouting lets a commander contest an enemy's efforts at ambushing, as well as enables a commander to estimate the size of another army.
Ambush: Tables to follow, but fundamentally a successful ambush gives your army free attacks
Routing: If an enemy fails a morale check, this enables your victorious army and deliver extra attacks, making what may be a close fight into a massacre
Siege: Sieges allow you to make contested rolls against a fortress to reduce its defensive modification to its garrisons' rolls. Siege also enables the design and construction of military camps and the employment of artillery in battle. When attacking a fortification, a defender may use his castle's defense +20% of his siege skill or his own siege skill as the opposition roll, whichever is higher. Successful defensive siege rolls will increase the time an attacker will require before commencing an assault.
Cavalry: Cavalry rolls may be used to either switch cavalry which are fighting in one wing to another, or it may be used as a charge. A charge can only be done once per battle but it allows the cavalry commander's roll to be added to his army's roll. Certain specified actions can be taken against a cavalry charge such as fortifications, caltrops or natural barriers but those will be mentioned prior to a battle beginning.