Army building and warfare
Many people have asked how I will run the armies and warfare. As for building of units, players will detail what type of armor and weapons that the company will carry. I will then label the unit with a type such as Archers, Infantry, Irregulars, Longbowmen, Mounted Knights, Light Cavarlyt, etc. Simple forces such as archers and infantry will take 3 monthes (1 domain turn) to muster and train. More complicated units will take more time and be more costly. For complicated units like Knights and Longbowmen, the cost can be breaken up over the time it takes to build them. Basically to find out the cost add up one soldier's cost and multiply by 200 and subtract 25% for Infantry. The discount assumes that the player has an armory, which must be built. The discount will also vary depending on what type of unit you are building (artillerists don't gain a discount). You can build companies of less than 200 but you won't gain as much of a discount.
As for warfare, maps will be provided of areas that battles occur in. Players will decide how many soldiers are where each turn. Strategy will allow players to rearrange them if an enemy declares war on their province. Battles will be fought out using the a modified version of the birthright skirmish rules found in the back of the BR rulebook. This makes the whole battle system stress down to the soldier instead of company scale but makes more sense I think. Losses up to 33% in one company during one domain turn are replaced automatically the next time the unit's maintence is paid. More than that and the replacements must be reacquired instead.
Questions?


Re: Army building and warfare
The 3ed playtest edition put out by WotC looks very good for building millitary units, so I plan to use that system, as it allows for units to be very customized but still maintains the simple system we all crave.
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)Re: Army building and warfare
not sure what sytem you are using right now but there are some naval issues you m9ght not be aware of. the maintanance of a fleet is based off its troop capacity but not all ships can carry troops are they free? or should they cout as carrying half a company? are you still going to allow archers to add to the missle attack strength of a ship? have you come up with rules to modifiy the war cards? one major unit that is never adressed is the crossbowmen. the birth right game modifies crossbows so they are especially useful and then only makes one unit to use them. crossbows were cheaper and easier to use then long bows and possibly short bows. i think this could be an interesting way to test a build system for the cards or get you thinking about it more. i would suggest a unit with a defense of 3 move of 2 missle of 3 melee of 3 able to take 2 hits dropping to a melle of and missle of 2. i base that of of what the different war cards are like and the cost of equip in the phb. the cost would be 2 to muster and 1 to maintain.
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