Roleplay Rules & Guidelines Player Characters Non-Player Characters
Gameworld Timespan The Known World Anachronisms & Roleplay
Character Development Character Statistics Character Skills
Rulers Governors Officers Slaves
Cultures Religions Government Forms Politics
Land Battles Naval Battles Sieges Recruitment Mercenaries Covert Actions Battle Ploys
Infantry Cavalry Mercenaries Unit Statistics Siege Engines Townwatch Navy
Settlements Construction Agriculture Trade Demographics Taxation
A field battle is instigated when an army attacks an enemy army. The terrain on which the defending army is situated, determines the battlefield terrain. Generals may use ploys in battle.
The strength of an army is determined by the number of troops in an army, the category of the unit, and 3 statistics. These statistics are:
Training
The training statistic affects discipline, offensive capability, and defensive capability of troops in an army.
Morale
An army with very low morale may disintegrate. Troops in a disintegrated army will rout.
Equipment
The equipment statistic affects the quality of weapons, armour, and shields of troops in an army.
The combat proficiency statistics of a general may affect the strength of an army.
The primary weapon used by a unit determines which combat proficiency statistic of the general affects the lethality of a unit. For instance a general with a high polearms statistics who leads troops carrying spears, inflicts a higher number of casualties on the enemy army.
A naval battle is instigated when a fleet attacks an enemy fleet.
Casualties in a naval battle are amongst the crew and marines of a ship, but also include units being transported on that ship.
The defenders in a siege are the drafted soldiers present in a settlement.
The attackers in a siege are the levied soldiers present in the army that is laying siege to the settlement.
The defender loses a siege, if the number of drafted soldiers in a settlement hits 0.
Army units can be recruited in settlements.
Draft increases the number of soldiers present in a settlement. The leadership statistic increases the efficiency of the draft command. These drafted soldiers will be townwatch in the event of a siege.
These soldiers can be trained and their morale increased. Morale can be increased with the rally command. The efficiency of the rally command is determined by the charisma and leadership statistics of a character. The training of the soldiers can be increased with the train command. The efficiency of the train command is determined by the trainin statistic.
The drafted soldiers present in a settlement can be levied into an army. A levy decreases the number of soldiers present in a settlement and transfers those soldiers to an army unit.
When you lay siege to a town, you may construct siege engines.
Unit | Construction Costs (per piece) |
---|---|
Battering Ram | 40 Deinari |
Scorpio | 50 Deinari |
Onager | 50 Deinari |
Each general gets a personal bodyguard of 10 units. This means that the first 10 units of an army do not have to be levied. Rebel characters too have a personal bodyguard of 10 units. You can choose what kind of units the bodyguard is made up of. The culture of the character and his equipment determines the available choices.
Culture | Infantry Choice | Cavalry Choice |
---|---|---|
Arabic | Arab Swordsmen | Camel Archer |
Britonic | Celtic Champion | Celtic Chariot |
Celtiberian | Celtic Champion | Spear Horsemen |
Gallic | Celtic Champion | Riders |
Germanic | Germanic Champion | Riders |
Hellenic | Silver Shields | Bodyguards |
Iberian | Swordsmen | Spear Horsemen |
Illyrian | Swordsmen | Spear Horsemen |
Italian | Legionaries | Equites |
Libyan | Numidian Cavalry | |
Persian | Cataphract | |
Phoenician | Swordsmen | Spear Horsemen |
Scythian | Horse Archer | |
Thracian | Swordsmen | Spear Horsemen |
If an army is not near a settlement and its ranks need to be filled with soldiers, then a general of an army can recruit mercenaries into an army. Mercenaries are expensive. Mercenaries cost 50 Deinari more than levying soldiers.
What kind of mercenaries are available in a particular place is determined by the culture of that place. Each place belongs to a particular cultural region.
Region (Color) | Unit | Category | Culture |
---|---|---|---|
Mamertines | Melee Infantry | Italian | |
Celtic Spearmen | Melee Infantry | Gallic | |
Illyrian Footmen | Melee Infantry | Illyrian | |
Shield Bearer | Melee Infantry | Hellenic | |
Thorakitai | Melee Infantry | Hellenic | |
Iberian Swordmen | Melee Infantry | Iberian | |
Celtic Champion | Melee Infantry | Gallic | |
Germanic Champion | Melee Infantry | Germanic | |
Etruscan Champion | Melee Infantry | Italian | |
Balearic Slingers | Missile Infantry | Hellenic | |
Rhodian Slingers | Missile Infantry | Hellenic | |
Cretan Archers | Missile Infantry | Hellenic | |
Babylonian Archers | Missile Infantry | Hellenic | |
Sardinian Archers | Missile Infantry | Italian | |
Agrianes | Missile Infantry | Hellenic | |
Etruscan Skirmishers | Missile Infantry | Italian | |
Germanic Skirmishers | Missile Infantry | Germanic | |
Eastern Skirmishers | Missile Infantry | Persian | |
Numidian Cavalry | Melee Cavalry | Libyan | |
Riders | Melee Cavalry | Germanic |
Players can send spies to enemy settlements. Spies can be used to gather information or to commit sabotage, spread rumors to lower morale, or incite revolts.
This is a regular battle ploy. Your forces lie in wait hidden behind bushes, shrubs and trees and take the enemy forces by surprise and thus cause increased casualties to your foe. This ploy can only be used in terrain with dense vegetation.
This is a regular battle ploy. Take provisions from your foe. Soldiers with no provisions will begin to rout.
This is a regular battle ploy. A beachhead is established by an attacker during an amphibious assault. This tactic reduces casualties for an attacker in an amphibious assault.
This is a regular battle ploy. A small portion of the enemy troops defect to your side.
This is a regular battle ploy. Use your naked fanatics and work them into a frenzy. This ploy causes increased casualties to your foe.
This is a regular battle ploy. Horse archers or mounted javelin throwers form into a single-file rotating circle. The effect is a continuous stream of arrows or javelins onto an enemy formation. This tactic is useful against enemy infantry formations and helps to decrease your casualties whilst at the same inflicting more casualties to the enemy.
This is a regular battle ploy. All melee cavalry except chariots and war elephants cause increased casaulties to a foe.
This is a regular battle ploy. Simultaneously attack both flanks and inflict more casualties to your enemy.
This is a regular battle ploy. Strike fear into the enemy forces and lower their morale.
This is a regular battle ploy. War Elephants cause increased casaulties to a foe.
This is a regular battle ploy. Your force surrounds the enemy on all sides. The surrounded enemy is isolated and cannot be resupplied or receive reinforcements. The surrounded enemy must break out or fight to the death or surrender.
This is a regular battle ploy. The enemy officer is kidnapped, leaving the enemy troops without a leader. The enemy forces simply melt away, while the enemy officer is captured.
This is a regular battle ploy. Misdirect the enemy and let them think you strike at one place whilst in reality you strike elsewhere. This ploy is used to crack open the defense of an enemy force and thus inflict more casualties to the enemy.
This is a regular battle ploy. Your archers use fire when they shoot their arrows. This ploy increases the damage to your foe and lowers the morale of the enemy troops.
This is a regular battle ploy. This ploy can be used for both melee infantry and melee cavalry. Your men are deployed in a triangular formation. With a limited front the strength of the formation is concentrated and the tip of the formation is used to break the enemy line. The enemy thus receives more casaulties in this assault.
This is a regular battle ploy. Your army sets up a fort or fortified camp. The defenses such as ramparts and entrenchments causes increased casualties to the attacker.
This is a regular battle ploy. Spear infantry whilst in a defensive setting cause increased casualties to the attacker.
This is a regular battle ploy. Set fire to bushes and shrubs and use the flames to attempt to wipe out your enemy. Be careful though as the winds may turn. This ploy is more effective in dense and dry forests.
This is a regular battle ploy. All melee infantry cause increased casaulties to a foe.
This is a regular battle ploy. Leading parts of your formation advance abreast and envelop the enemy left and right. It is effective for encircling an enemy. The enveloped enemy must break out or fight to the death or surrender.
This is a regular battle ploy. Attempt to trick an enemy and try to escape from battle.
This is a regular battle ploy. Block an incoming attack and thus reduce your casualties.
This is a regular battle ploy. Horse archers and camel archers cause increased casualties to a foe.
This is a regular battle ploy. Capture and overpower enemy soldiers by deception. The enemy men are captured in a ruse, by either feigning an intent to negiotiate for a truce or surrender, or to feign incapcitation, or to feign civilian status.
This is a regular battle ploy. A raid is small scale attack with the intent to demoralize, confuse and exhaust the enemy. It is also used to capture people, free prisoners and to ransack a location.
This is a regular battle ploy. Increases the morale of your troops.
This is a regular battle ploy. A good counter tactic against an Elephant Charge ploy or a Scythed Plow ploy.
This is a regular battle ploy. With a scorced earth tactic the defender destroys food supplies and poisons wells. The intent is to inflict deaths on the attacker through starvation or dehydration.
This is a regular battle ploy. Chariots cause increased casualties to a foe.
This is a regular battle ploy. Infantry with shields have their shields interlock and form a defense against the Cavalry Charge ploy.
This is a regular battle ploy. A good counter tactic against the Swarming ploy. Infantry forces are split up and fortify the surrounding area to cut off the resupply points.
This is a regular battle ploy. Horse archers surround the enemy melee infantry force, staying out of range of their melee weapons, and fire arrows until they have no more. The archers will then withdraw to a supply point and attack again until the melee infantry formation is broken.
This is a regular battle ploy. Your troops cry or gesture in order to incite or demoralize the enemy.
This is a regular battle ploy. Infantry with shields have their shields cover the entire unit. This ploy reduces casualties to your troops from skirmishers and archers.
This is a regular battle ploy. Attack the rear of the defender and seperate the vanguard of the defender from the rear and the support wagons. This ploy lowers the morale of the enemy and inflicts more casualties to the enemy.
This is a regular battle ploy. Foot archers cause increased casualties to a foe.
This is a siege ploy. Infantry with shields have their shields cover the entire unit. This ploy reduces casualties to your troops from skirmishers and archers. It helps to reduce casualties in a siege event. This ploy is the siege variant of the Testudo ploy.
This is a siege ploy. A line of fortifications is built by the attackers around the besieged place. It protects the besiegers from a Sally ploy and blockades the besiged place. The intent is to starve the enemy into submission.
This is a siege ploy. A second line of fortifications outside the circumvallation is constructed, facing away from the besieged place. The contravallation protects the besiegers from attacks by allies of the defenders in the besieged place and enhances the blockade of the enemy fort by making it more difficult to smuggle in supplies.
This is a siege ploy. The defender in a siege attacks and harasses vulnerable attackers before retreating behind the walls. The ploy is used to decrease the strength and preparedness of a besieging army, by capturing or destroying their siege engines.
This is a siege ploy. This ploy is useful when laying siege to a settlement. It causes increased damage to fortifications and city walls.
Use the ram of your ship and attempt to sink the enemy vessel.
Catch an enemy ship and inflict more casualties to the marines on board that enemy ship.