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Clarification of Espionage
Battle Rules

Armies and Warfare:

Clarification of the espionage action

I realized the espionage action may not be too clear so I will try to make it clear here.

An espionage action can be used for any type of covert action or to prevent a covert action.
If you want to obtain information about a foreign holding then you would spy on the province that holding is in. To counterspy you would assign someone to espionage your own provinces. To counterspy you must spend 4 gold for you domain. The success for this is 50%. If the spy and counterspy are both successful then they cancel each other out.

Espionage is not limited to info gathering. You can send someone out to assassinate (5 gold/underling and 10gold/ruler. Limit 1 attempt per domain per turn) another players people or to sabotage a holding or asset (limit 1 sabotage/turn) (1 gold/attempt). (Success here means the target holding is reduced by one level or the asset is destroyed or damaged.) Sabotage requires the use of a scout unit. Basically almost any covert action you can think of may fall under espionage as long as it is approved by the DM. If you are unsure an action may be approved, send an email explaining what you want to do and I will review it and let you know before you turn your turn in.

Battle Rules

The rules below will take the place of all rules found in the rule book regarding war and warfare as well as troop movement where it is mentioned below.

For an example of how battle results are determined click here: Battle Movie

Armies and Warfare:

Soldiers can be acquired in 4 ways: musters, levies, allies, and holdings. Musters are the easiest method; a regent simply spends money to equip a unit of his choice. Each unit has a requirement for the level of holding you must reach to raise that unit. For example archers require a level 2 holding before they can be mustered as indicated by L(2). A holding may only muster the number of units equal to its level. For example, a level 3 guild may only muster 3 units of troops per turn. The total of all holding’s levels determines the max. number of troops that can be maintained. You may never exceed this number. Allies are troops loaned to one ruler by another. Allies usually remain under the control of their own regent, who must enter battle. When fortified holdings are created they are assumed to be stationed with a garrison sufficient to defend the structure. Such a garrison comprises 10 men per level of holding or fortification.

A player may never have more than 10 units points of military, regardless of owner, in a province at the end of a domain turn . Any units above 10 will be destroyed during the attrition phase. You may take more than ten into a battle, keeping in mind those that survive above 10 will be destroyed. Military units may travel the number of provinces indicated by their movement number. Units may not cross rivers unless a bridge has been built across the river. No other terrain effects will be used in this game. Troops may not use the rivers or oceans for transport as originally stated in the rule book, at least not in this game. We may add that possibility in future games.

Declaring War

Regents may move troops freely within the provinces they rule at normal movement costs. Entering a neutral or enemy province requires either a declaration of war or the permission of the regent. It is possible to station troops in a holding in another regent's province, but these troops cannot relocate without arranging passage with the ruler in question. Wars are declared when a regent wants to conquer, pass through, or pillage another regent's province. Regents must spend a domain action to declare war. When war is declared all those affected will receive an intent to Declare War notice at the beginning of the next turn. The regent declaring war may not invade until the turn following his declare war action. Any regents who receive the intent to invade notice, may declare war as their first action and then invade as one of their subsequent actions, but only against the regent that initiated the war. They may not invade any other holding. The defender does not have to declare war in response to an attack. He may still move troops to respond as long as he does not leave his own provinces or a province he has permission to move through.

For Example: Prince John declares war. All regents affected receive the following message at the beginning of the next turn: Prince John intends to declare war on Diemed. Any regents involved may now declare war as their 1st round action and declare an invasion of one of Prince John's provinces as their action.

Alliances: If two realms have a formal alliance, troops from either realm can move freely thru the provinces of the other using the move troops action unless specifically denied permission. During War all territories of both allies domains are considered friendly. However both regents must declare war separately if they intend to invade hostile provinces. Alliances are normally arranged thru diplomacy actions. Be warned: alliances can be broken at any time, and many kingdoms have fallen from a stab in the back.

Siege: If the attacker continously occupies a fortified holding's province with enough forces to neutralize it, the fortified holding is considered to be under siege. Each turn, the fortified holding's level drops by 1. This means that a fortified holding (6) requires 6 months (6 turns) to reduce to 0 by siege. If the number of besieging units drops below the number required to neutralize the castle, it is restored to its original value. For example, a fortified holding level (4) defended by three units would be reduced to 0 if its province were occupied by seven units of enemy forces for four domain turns, or 4 months. If even one enemy unit is destroyed or disbanded during that time, the fortified holding would be restored to its original level of 4.

Assaults: If an attacker has at least one artillerist unit in his army, he can attempt an assault. Assaults are conducted like normal battles with some special rules. A fortified holding without any garrisoning units is treated as though it has one infantry unit defending it minus the doubling effect. In other words a fortified holding has a natural defense number of 3 until it is reduced to level 0. The attacker may assault a fortified holding (requires artillerist) and must defeat any units inside the holding. If he defeats the units inside, the attacker may occupy the holding. See occupation rules below. If the attacker does not have an artillerist, he must lay siege to the holding. See Siege rules above.

Unoccupied Normal holdings may be destroyed when the attacker chooses to occupy the province in question, but fortified holdings must be taken by storm or besieged. Any troops located inside a normal holding must be destroyed to destroy the holding. The artillerist is not needed to assault a normal holding with or without troops. A holding with troops inside is treated as a fortified holding for the purposes of siege and assaults.

Spotting and Identifying Units: Normally, a regent does not know the location of enemy forces unless he uses an espionage action. However, enemy forces are spotted by a regent when they move into his province, regardless of whether the regent's native forces are present. If a native unit or holding is present in the province when an enemy unit moves in, units from both sides are identified. At this point, the defender decides whether to stand his ground or retreat.

Scouts: Scout units can automatically spot enemy units in any province adjacent to the scouts' location. This allows an attacker to have a rough idea of the defending forces before he actually moves into a province. Scouts may also perfom raiding missions into other provinces without declaring war. This creates a random event for the regent who rules the province. The scouts collect gold equal to the gold lost by the target. If the scouts fail their success chance they are discovered and the domain that sent them is discovered. The success chance is the same as that for an espionage action. If the scouts enter a province with enemy scouts a battle will occur. If other units are present they may join the battle. If no enemy scouts are present, but other enemy units are present battle does not ensue unless the scouts fail in their raid and are discovered.

Occupation Forces: An army may occupy an opposing players unfortified holding by placing troops there after declaring war on the opposing player. The number of troop units must be equal to or greater than the level of the holding. For example B owns a guild level 3. This would require 3 infantry or a calvary + one infantry or three archers, etc. to total three troop units in order to occupy this holding and gain gold from it. If occupied successfully for one complete turn (both parties involved have completed a turn following occupation) the holding is converted to the new owner who may now collect gold (if it is of a type that the new owner could collect gold from it normally) at the current level. Province occupation works the same way except no gold is collected. Only one army unit is required to occupy a province and it must remain occupied and unopposed for one full turn.

Battle Rules:

When a player declares war on another player and enters the enemy-occupied province, a battle ensues. Battle occurs as follows:

  1. Each military unit is assigned an attack value and a defense value. The aggressor uses the attack value for his units, while the defender uses the defense value of his units.
  2. The units will be placed on the battleboard in the corresponding spot. (ie infantry attack at 1, so they would be placed on the Attackers side of the board in the rectangle labled 1. If defending, infantry would be placed in the rectangle labeled 3 on the defenders side of the board).
  3. Six sided dice are then rolled for each attacking unit and if the number rolled is less than or equal to their attack number, a hit is scored. (Archers attack at 3 so a roll of 3 or less would score a hit)
  4. If a defending unit is hit by an attacker it is placed in the casualty box below its respective numbered column. This unit gets one roll (unless inside a fortified holding, see below) in defense.
  5. Once the attacker has completed all his rolls and all casualties are placed in the casualty box, the defender may now return the attack.
  6. The defender then rolls one six-sided die for each unit he has defending. If the number rolled is less than or equal to the defense rating of the unit a hit is scored. (Infantry defend at 3 so a roll of 3 or less would score a hit)
  7. If the defender hits an attacker, the attacking unit is removed from play.
  8. Once the defender has rolled for all of his units, including casualties, all casualty units are removed from play. If both sides still have units left, battle continues.
  9. If the attacker is attacking a fortified holding, the defending units inside the holding gain an additional denfense roll. In effect their defense rating is doubled. What this means is, the defending unit gets two rolls of a six-sided die instead of one. If he rolls a number equal to or greater than his defense rating on either rolls a hit is scored.
  10. If either side rolls all sixes on their roll, that side is considered to be routed and retreats one province to a friendly province. (Units inside holdings, fortified or unfortified, are unaffected by this rule.) If there are no friendly provinces to retreat to, those units automatically disband in panic.
  11. Once battle is entered neither side may retreat with the exception of rule 10 above. So be careful who you attack!
  12. Certain units have special conditional attacks or defense. The artillerist gain a bonus to their attack when attacking a fortified holding. Their attack becomes a 4 instead of a three. This means they move to the rectangle with the number 4 for attacking. Pikemen gain a bonus to defense against mounted units. They defend at a 4 vs. mounted units. This means if a mounted unit such as calvary is in the attacking army, the pikemen defend at 4 until all mounted units are destroyed. If the pikemen score a hit in defense it goes against the mounted units first. Once all mounted units are destroyed in the attacking army, pikemen’s defense rating becomes the normal 3. Similarly, artillerists only gain their bonus when attacking a fortified holding or the holding itself.

Bring out your Dead!

Casualties in a battle will be removed based on the chart below in most cases. In certain instances this may change. (ie assault on a fortified holding the artillerist will be last to die, otherwise the assault ends abruptly or if an army of mounted units is attacking an army with pikemen, infantry, and calvary. The pikemen would go last because their defense rating is the best of the three against mounted units.)

Typical Order of Death (from top 1st to bottom last)

Defenders Attackers
Irregulars Levies
Archers Irregulars
Levies Scouts
Scouts Pikemen
Pikemen Infantry
Infantry Artillerists
Artillerists Archers
Calvary Calvary
Elite Infantry Elite Infantry
Knights Knights