Campaign Rules Update
It is important to have advisers... to blame if your decision go wrong |
Turn sequence
Spring
-
Decide Recruiting Rolls (TECH+WAR
RATING+PROVINCE+DEF),
-
Spend Resource to have +1 Recruiting Rolls
-
Nations pay out 1 Recruiting Rolls to a Winning
Nation (if they lost the war and are in Enforced Peace)
-
Check for Hero Availability (p50)
-
Nations recruits its army for the coming year.
Every recruited and carry on (from past year) unit costs 1 resource (mounted)
or half resource (Foot) until next Spring to maintain
-
Each Nation organize recruited forces under
Captain or Marshal commands and in provinces
-
Nations not at war determine if they are going
to War (p57)
-
Nations going to war decide what province to be
invaded (p58)
-
Aggressor invades / Target respond (p58)
-
Fight battle
o
For Defensive armies winning the battle, roll
for “Staying at war”.
-
Position experience counter for every surviving
unit.
-
National Morale Adjustment
-
National Morale Check
-
Trade and Commerce roll (+1 success for season).
Just conquered and under siege provinces don’t count
Summer
-
Spend unspent Spring Recruiting Rolls
-
Spend Resource to have +1 Recruiting Rolls
-
Every recruited costs 1 resource until next
Spring to maintain
-
Nations not at war determine if they are going
to War (p57)
-
Nations going to war decide what province to be
invaded (p58)
-
Aggressor invades / Target respond (p58)
-
Fight battle
o
For Defensive armies winning the battle, roll
for “Staying at war”.
-
National Morale Adjustment
-
National Morale Check
-
Trade and Commerce roll (+1 success for season).
Just conquered and under siege provinces don’t count
Fall
-
Spend unspent Spring Recruiting Rolls
-
Newly recruited units are positioned in the
capital of its Nation
-
Nations not at war determine if they are going
to War (p57)
-
Nations going to war decide what province to be
invaded (p58)
-
Aggressor invades / Target respond (p58)
-
Fight battle
o
For Defensive armies winning the battle, roll
for “Staying at war”.
-
National Morale Adjustment
-
National Morale Check
-
Trade and Commerce roll. Just conquered and
under siege provinces don’t count
Winter
-
Piorad are not at war, determine if they are
going to War (p57)
-
If Piorad go to war, decide what province to be
invaded (p58)
-
Piorad invades / Target respond (p58)
-
Fight battle
o
For Defensive armies winning the battle, roll
for “Staying at war”.
-
Piorad loot the province and withdraw to their
starting province EVEN if the Defender retreat to a fort. Roll for loot.
-
National Morale Adjustment
-
National Morale Check
-
All units shall pass the “Disband or Not” test.
Units fighting a siege are not affected.
-
Leader Death Check (p60)
-
National Morale Check (p59)
-
Weapons are placed (p61)
-
Trade and Commerce roll -2 successes. Just
Piorad’s looted provinces and under siege don’t count
-
Diplomacy
Disband or Not
2 Disband or Not
(1-3 success, 4-6 failure. Compare the number of successes with table)
If CinC reputation is
>6: +1 success
If CinC reputation is
<2: -1 success
# of successes
|
Table
|
2 successes
|
Unit with Morole lower than
Normal disband. Spend 1 resource to maintain the unit
|
1 success
|
Unit with Morale lower than
Veteran disband. Spend 1 resource to maintain the unit
|
0 successes
|
The unit disband
|
Trade and Commerce
For each Province, roll the Trade and Commerce
2 Trade and Commerce
(Compare the successes with table)
If adjacent to a province
at war against the Nation: -1 success
If the Nation is not at
war at all: +1 success
If the Province is Pole:
+2 success (include the fact it is a capital)
If the Province is a
capital: +1 success
If the Nation is in
Unrest: -1 success
# of successes
|
Table
|
5 successes+
|
7 resource
|
4 successes
|
6 resource
|
3 successes
|
4 resource
|
2 successes
|
3 resource
|
1 success
|
1 resource
|
0 successes
|
No resource
|
Diplomacy
Every winter, every Nation sent a diplomat to a region.
1 Diplomatic stance
(read the result on the dice)
(read the result on the dice)
If won more battles
against the targeted Nation the year before +1
If targeted Nation has
lost a leader last year +1 (Year=Sprint, Summer, Fall and turn’s winter)
If lost more battles
against the targeted Nation the year before -1
If targeted Nation has a
hero employed -1
Results
|
Name
|
1
|
Friendly
|
2
|
Friendly
|
3
|
Deceiving
|
4
|
Intimidating
|
5
|
Dominating
|
6
|
Dominating
|
2 Diplomacy
(count successes)
Roll on the right table
after having determined the diplomatic stance
If targeted Nation is
interested in Conquest (F -1, De+1 , I +0, Do +0)
If Nation is interest in
Conquest (F +1, De +0 , I +1, Do +1)
If targeted Nation is
interested in Colonizing (F -1, De +0 , I +0, Do +0)
If Nation is interested in
Colonizing (F +1, De -1, I +1, Do +0)
If targeted Nation is
interested in Loot (F -1, De +2 , I +0, Do +0)
If Nation is interested in
Loot (F +1, De +0 , I +1, Do -1)
If targeted Nation is at
war (F +1, De +0 , I +1, Do +0)
If Nation is at war (F -1,
De -1, I +1, Do -1)
If targeted Nation is at
peace (F +1, De -1 , I +1, Do -1)
If Nation is at peace (F
+1, De +1 , I +0, Do -2)
If targeted Nation is
richer (F +1, De +0 , I +0, Do -1)
If Nation is richer (F +1,
De +0 , I +1, Do -1)
If targeted Nation has
more land (F +1, De +0 , I -1, Do -1)
If targeted Nation has
less land (F +0, De +1 , I -1, Do -1)
Results
|
Friendly
|
Deceiving
|
Intimidating
|
Dominating
|
2+ successes
|
The targeted Nation consider an
Alliance.
|
The targeted Nation will have 1
success for the Going To War, and will not attack you next year
|
There is a -1 when it has to
choose your provinces at the Who’s at War test next year.
|
The targeted Nation want to give
you tribute next year ( pay 1 resource per season) or will go to enforce
peace if at war against you
|
1 success
|
Good progress. If next
diplomatic visit is friendly successful, the Nation are Allied.
|
The targeted Nation will have 1
success for the Going To War, and you have a -1 when it has to choose your
provinces at the Who’s at War test next year
|
No result
|
No result
|
0 success
|
Major diplomatic blow. All
previous friendly diplomatic activities are lost
|
The targeted Nation will have 1
success for the Going To War, and you have a +1 when it has to choose your
provinces at the Who’s at War test next year
|
The targeted Nation is not
appreciating the threat. All provinces adjacent to this Nation will produce
-1 success of resources
|
At War! The targeted Nation
declare war at your Nation next season and gain 1d6 free Recruiting Rolls
because of the insult.
|
National Morale Roll
Updated Will to Fight
2 Will to Fight
(Taken
versus the National Morale, a 6 is always a failure, a 1 is always a success)
If won a battle this
season: +1
If lost a battle this
season: -1
If refused a battle this
season: -1 (3rd and more occurrence only)
For each lost provinces
this season: -1
# of successes
|
Table
|
2 successes
|
Carry On as the people support
the war
|
1 sucesses
|
Morale shaken. -1 to the test
for the next season (cumulative until 2 successes are achieved.
For all recruitments next
season, roll an additional dice (opposition dice). If the opposition dice
roll 6, then the unit is not hired.
|
0 successes
|
Disaster! Unrest at home, The war
is lost and the Nation is forced to negotiate peace. Enforced peace at home.
|
Army
Generating a Defensive Army
When an army attack an undefended province, a local lord
will raise an ad-hoc army to defend it.
The army has a standard 8 Recruiting Rolls with the
following modifier:
-
If the attack is in Winter, -2 Recruiting Rolls
-
If the attack is in Fall, -1 Recruiting Roll
-
If the attack is in Summer, +1 Recruiting Roll
1 Captain CinC is recruited with a -1 to it WR.
Retreating
When fighting a defensive battle, an army may decide to
retreat.
For NPC, during the battle, when the NPC is losing 50% of
his units, he may decide to retreat.
WR Retreat
(1-3 success, 4-6 failure. Compare the successes with table)
For every offensive unit
the army had at the beginning of the battle: -1 success
For every defensive unit
the army had at the beginning of the battle: +1 success
For every CinC who has
Temerity: -1 success
For every CinC who has
Coward: +1 success
# of successes
|
Table
|
2 successes or more
|
Order the retreat and will gather
all non-routed units in a fort if Defender or back to the starting province
if Attacker.
|
1 sucesses
|
Unit with Morale lower than
Elite disband. Elite unit may join main army if in an adjacent province
|
0 successes
|
The unit disband
|
2 Staying at War
(1-3 success, 4-6 failure. Compare the successes with table)
# of successes
|
Table
|
2 successes
|
Unit with Morale lower than
Veteran disband. Veteran unit are sent to the capital
|
1 success
|
Unit with Morale lower than Veteran
disband. Veteran unit may join main army if there is one in an adjacent
province
|
0 successes
|
The unit disband
|
If an army retreated in a fort, the Attacker can lay a
siege. In that case, every season each player test his army
2 Laying a Siege
(1-3 success, 4-6 failure. Compare the successes with table)
Siege Skill: +1 success
Winter: -1 success
Summer: +1 success
# of successes
|
Table
|
2 successes
|
Unit Morale is steady
|
1 sucesses
|
Unit Morale decrease by 1 level.
If the Morale was at Poor, the unit is disbanded
|
0 successes
|
The unit is disbanded
|
If there is no more units defending the Attacker win and all
remaining units are back to standard Morale.
If there is no more units attacking, the Defender win and
all remaining units are back to standard Morale.
Battle Rules Update
Raiding a village |
This section complete p52 Battle Tactics
This army relies on small but very powerful units. They will
weaken the enemy by sending poor quality units and divert the attention from
the real threat.
1 Army Type
(read the result as rolled)
#
|
Type A
|
Type B
|
Type C
|
Type D
|
1
|
PC
|
DE
|
PC
|
FF
|
2
|
PC
|
DE
|
SD
|
DE
|
3
|
PC
|
DE
|
SD
|
DE
|
4
|
PC
|
FF
|
HA
|
CA
|
5
|
HA
|
EF
|
EF
|
CA
|
6
|
EF
|
EF
|
CA
|
EF
|
When testing the “Who’s Attacking”, after the
Attacker/Defender has been decided and the terrain setup, the Defender can
check if he can ambush the Attacker. The Defender adds any Guerilla or Ambush
bonus he had.
If by adding the bonus the Defender achieve a higher result
than the Attacker, the Defender ambushed the Attacker, the Defender is now the
Ambusher.
When this happen, the Attacker set his units in section 2,
5, 8 and only after the Ambusher places in any of the section 1-2-3-4-6-7-8-9
with no less than 18” with any Attacker units
Army in battle characteristics
Reputation
Update : Represent training, quality and efficiency.
Experience is no more represented by REP, but by Morale
Morale is used for the reaction test of any unit on the battle field.
Translation table of the Morale/REP
Poor - REP3
Normal - REP4
Veteran - REP 5
Elite - REP6
Morale can be gained as following:
Poor to
Normal: 2 successful battles
Normal
to Veteran: 3 successful battles
Veteran
to Elite: 4 successful battles
Any lost battle reset the counter. Any draw does not count.
Disbanded units lose their Morale counter.
New unit skills
- Siege: +1 REP when fighting a siege
- Terrain- Wood: No penalty when fighting in woodland
- Terrain-Swamp: No penalty when fighting in swamp
- Terrain- Jungle: No penalty when fighting in Jungle
- Terrain- Desert: No penalty when fighting in winter/snow
- Winter: No penalty when fighting in winter/snow
- Guerilla: +1 success for Ambush test
- Defensive: can build defenses when defending
- Offensive: unit has +1 REP when the army is attacking
- Slow: Movement -1
- Fast: Movement +1
- Light: resource for maintenance is halved
- Armored: Cannot Ambush
New army tests
Loot
After the battle, the winning army roll for looting.
Every time an army wins a battle, roll for loot
WR Loot
(1-3 success, 4-6 failure. Compare result with table below)
Piorad: -1 success
If at least 1 mercenary
unit: -1 success
Result
|
Table
|
Every success
|
+1 resource
|
Movement
When 2 armies are attacking each other starting Province
WR Army Movement
1-3 success, 4-6 failure. Compare the number of successes with table
# of successes
|
Table
|
2 successes or more than
opponent
|
The army with more success attack
and if the Attacker lose, he can retreat to his starting Province
|
1 sucesses
|
The army with more attack but if
the Attacker lose, the Defender can take the targeted Province
|
0 successes
|
Both army attack and cannot use
any Defensive benefits.
|
Instead of spending 1 resource to maintain 1 unit, the CinC
may decide to forage instead.
2 Foraging
(1-3 success, 4-6 failure. Compare the number of successes with table)
# of successes
|
Table
|
2 successes
|
Foraging successful. +1 resource
|
1 success
|
Foraging successful. +1 resource
but the unit has -1 Morale for the next battle due to exhaustion
|
0 successes
|
No foraging
|
Melee (replace How to Melee, p40 and modifiers p74)
When in Melee, attacking and defending units roll simultaneously 2 set of dice: Attacking and Defending dice. You will need to differentiate them by using different colors (for example)
As a standard, for Melee:
Attacking: unit REP/2 (higher
rounding)
With
the following modifiers:
o
If unit is active: +1 dice
o
If unit is Mounted against Foot: +1 dice
o
If unit has Chagar: +1 dice
o
If unit is using Spear against Mounted: +1 dice.
o
If unit has Shock, first round: +1 dice
o
If outnumbering: +1 dice per multiplier -1 (higher rounding). up to 4 dice maximum
o
If CinC in the unit: +1 dice
o
For every Flank attack: +1 dice (max 2, one per
flank)
o
For rear attack: +2 dice
o
If unit is defensive: - 1 dice
o
If unit is offensive: +1 dice
o
If unit is crossing a ford or a water element:
-2 dice
o
If unit has Terror: +1 dice
o
If unit has Frenzy, first round: +2 dice
o
If unit has Elite training: +1 dice
o
If unit has Fanatic:+2 dice
o
If it is winter: -1 dice
o
If fighting in Jungle: -2 dice
o
If fighting in Swamp: -3 dice
o
If Combined Weapon capability, first round: +1 dice
o
If Missile unit: -1 dice
Defending: unit REP/2 (lower rounding)
With the following
modifiers:
o
If unit is using Pike: +1 dice
o
If AC=2: -1 dice
o
If AC=6: +1 dice
o
If AC=8: +2 dice
o
If unit on a higher elevation: +1 dice
o
If unit not the active one: +1 dice
o
If unit is in wood: +1 dice
o
If unit is defensive: -+1 dice
o
If unit is offensive: -1 dice
o
If unit is in a defensive position (stake, dig,
…): +2 dice
o
If unit has Frenzy, first round: -1 dice
o
If unit has Fanatic:-2 dice
o
Skirmish unit: -1 dice
o
If unit is disorganized: -1 dice
Roll the dice for each side, and count successes and compare Attacking and Defending dice of each opposing unit.
Attacking dice of unit A oppose Defending dice of unit B.
Attacking dice of unit B oppose Defending dice of unit A.
If for example, Unit A has 4 Attack successes and Unit B has 3 Defending successes: Unit B receives 1 hit
If at the same time, Unit
A has 2 Defending successes and Unit B has 5 Defending successes, Unit A
receives 3 hits.
Recovery
For every unit damages during the battle.
2 Recovery
(Roll
against unit Morale, count successes)
Below and equal to REP: +1
success.
Between REP and REPx2: no modifier.
REPx2 tp REPx3: -1
success.
Above REPx3: Destroyed.
If not routed, +1 success.
# of successes
|
Table
|
2 successes
|
2 or more successes: Recovered
|
1 success
|
1 success: will merge with
another unit of same type
If no unit of the same type has
also 1 success on recovery test, the unit is lost
|
0 successes
|
The unit is lost
|
Commander in Chief (CinC)
Commander in Chief can be of 2 natures: Marshal or Captain.
Marshals are soldiers of legends who command vast armies while Captain are
competent nobles able to manage smaller bodies. There is only 1 Marshal per Nation and as many Captain as you want. Alweg as a non-Nation has no Marshal, only Captains.
However, in large decisive battle with
Allies and such, there may be several Marshals and many Captains.
CinC will affect the army skills by adding extra
capabilities.
Every Marshal and Captain has a reputation which will affect
the “Disband or Not” test at the end of the season.
In standard situation, unless the CinC is a Weapon’s bearer
or any other modifying Attributes, WR=Reputation.
The Reputation affect the Zone of Command (ZoC) of the CinC.
A zone of control is equal to 3 times the Reputation. Any unit within the ZoC
gain +1 for Moral tests.
Strength/Weakness
Marshal: Star
- Roll for 2 Attributes
- Bigger than life
- Roll for 1 Attributes
- Cost 1 resource to hire
All kill results are managed as coma until the end of the
battle. Once the battle is over
WR Marshal’s fate (replace
Out of Fight result p.42)
(1-3 success, 4-6 failure. Compare the number of successes with table)
If lost the battle -1
success
If Marshal’s unit was
destroyed -1 success
If Marshal’s unit withdrew:
+0
If won the battle +1
success
Results
|
Battle Won
|
Battle Lost
|
If 3 successes or more
|
The Marshal fully recovered
|
The Marshal recovered and was
able to get back to his camp
|
If 2 successes
|
The Marshal fully recovered
|
The Marshal has been captured!
|
If 1 success
|
The Marshal recovered but will
have -1 WR for 1 season
|
The Marshal has been captured and
wounded. He will recover from his wound in 1d6 seasons and gain 1 Weakness
|
If 0 success
|
The Marshal will recover in 1d6
seasons
|
The Marshall died
|
2 Marshal Attribute
(Compare
the result with the table)
Results
|
Table
|
5-12
|
Roll on the Strength Table
|
2-4
|
Roll on the Weakness Table
|
3 Strength Table
(Compare
the result with the table)
Results
|
Name
|
Effects
|
2
|
Logistic
|
+1 success to Foraging test
|
3
|
Courage
|
+1 Morale level on the CinC unit
when Charging or being Charged
|
4
|
Siege Master
|
REP +1 during a Siege
|
5
|
Attack Expert
|
REP +1 to CinC unit when his
side is Attacker
|
6
|
Scout
|
+1 at the scouting value
|
7
|
Charisma
|
Increase ZoC to 4 times the Rep
instead of 3 times.
|
8
|
Defensive Expert
|
REP +1 to CinC unit when his side
is Defender
|
9
|
War Movement Advocate
|
Army has +1 success in Movement
|
10
|
Treasure hunter
|
+1 success in Looting
|
11
|
Minor Weapon*
|
Roll for 1 additional Marshall
Attribute to assign the weapon (weakness or strength). The CinC gain 1
Reputation point
|
12
|
Major Weapon*
|
Roll for 2 Marshall Attributes
again (weakness or strength)
|
13
|
Ambush
|
+1 success in Ambush
|
14
|
Friendly with Foe’s foe
|
Test, if passed 2d6, receive 1 random
enemy unit from a local noble as ally for this battle only
|
15
|
Hammer and Anvil adept
|
Can assign reinforcement to
attack flank of enemy
|
16
|
Favored by the King
|
CinC unit has +1 armor value
|
17
|
Ever Ready
|
Give -1 success to Ambush test
if Opponent tries to Ambush
|
18
|
Lucky
|
+1 success when resolving
Marshal’s fate. If only Captain, receive “Larger than Life” attribute but not
Lucky.
|
*only once per CinC
2 Weakness Table
(Compare
the result with the table)
Results
|
Name
|
Effects
|
2
|
Temerity
|
CinC needs to test 2d6 every
turn. If failed, he will attack unit in front of him
|
3
|
Fighting for reputation
|
CinC will attack only enemy CinC
|
4
|
Greedy
|
-1 Morale to all units for 1
season when Loot test result is Poor
|
5
|
Poor charisma
|
ZoC is 2 times the Rep instead
of 3 times.
|
6
|
Lazy attacker
|
-1 REP to CinC unit when his side
is the Attacker
|
7
|
Undecided
|
CinC needs to test 2d6 every
turn. If failed, roll 1d6 and apply result: 1-2 Attack, 3 Move Left, 4 Move
Right, 5-6 Backward
|
8
|
Heavy Drinker
|
CinC needs to test 2d6 at the
beginning of the battle. If failed, -1 Morale to his unit for the rest of the
battle as he is drunk
|
9
|
Gut feeling
|
CinC needs to test 2d6 at the
beginning of the battle, independently of the Attacker/Defender result. If
failed, roll 1d6: 1-4 he will take Defender stance , 5-6 he will take
Attacker stance. Dismiss if the CinC is not the leader of the army.
|
10
|
Coward
|
CinC needs to test 2d6 every turn
when 1/2 of his army is routed or destroyed. If pass 1d6, his unit has REP-1,
if failed, his unit is routed
|
11
|
Unremarkable
|
The CinC zone of command is
reduced of 2”
|
12
|
Never ready
|
When opponent roll for Ambush, he
has +1 success to Ambush test
|
Weapon can be carried by noble and any CinC. They give
Attribute to their bearer and a bearer cannot decline being a bearer. This
usually means death in a very horrible fashion.
Weapon bearer |
Bearer’s death
When a Weapon’s bearer die in a battle field, if one of the opponent’s
CinC is not a Weapon’s Bearer, he will retrieve the Weapon and will then become
a Bearer with all the attributes of the Weapon
Note that a Weapon’s bearer can only have one Weapon.
If there are no available potential bearer, the Weapon is assumed being taken by a soldier who leaves the army to become an adventurer.
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