Military Units

Military Units

While there are many logistical and strategic factors to account for in the running of a military campaign, the tactical portion of a battle is every bit as important.  The tactical capabilities of an army come down to its Units, the specific roles of its soldiers and what they can accomplish on a battlefield.  A Unit represents a group of around one hundred men or, in the case of cavalry, around fifty horses and fifty men.
 
A Unit has 3 primary characteristics:  Strength, Fortitude, and Speed, as well as further characteristics described with Unit Traits.
 

Strength

A Units offensive power and capacity to outmatch enemy soldiers.  A Unit deals its Strength in damage to the enemy Fortitude when they attack.

Fortitude

A combination of a unit’s defensive cohesion and its morale, Fortitude is the amount of punishment the Unit can take before they break and begin fleeing.

Speed

Each Speed generates a point of Movement that the unit can use to travel the engagement map.   

Unit Traits

Unit Traits represent the specific tactical advantages that make Units unique.  Every kind of Unit has some Unit Traits that define its usefulness on the battlefield.  If a Unit has the same Unit Trait multiple times, its effects combine.

Ambusher
At the beginning of an Engagement, the unit’s commander may choose to not place this unit in order to gain an Ambush Tactic. You may also place this unit in your starting area in a non-ambush valid terrain, they may not attack, this counts as your order.

 

Ambush Tactic: May be played when an enemy unit moves adjacent to a non-Plains Terrain.  Place one of your unplaced units with the Ambusher trait in that Terrain and immediately Attack the enemy unit.  This counts as an Order for the Ambushing unit.

Black Powder

These Units will cause two extra damage each round to the Fortitude of its target, as well as 1 damage to friendly units nearby, unless that unit also has the Black Powder Trait.

Driving

These Units will discount an Armor Trait of the enemy Unit they are attacking.

Flanking

+2 damage when attacking an engaged target

Fortification

These Units do not count for the sake of Victory or Defeat, do not slide when other Units fall back, and are unaffected by circumstantial bonuses or penalties such as weather, terrain or Chaos of Battle. They are present on the defenders side of any Battle.

Ghost

Enemy units may not spend their Reaction to Attack when this unit moves out of an adjacent space

Green

Troops with no Battle Experience have this Trait.  These Units lower maximum Strength and Fortitude by one.  This is lost after gaining Battle Experience.

Intimidating

Deal 1 damage to enemies adjacent to the target when this unit Attacks

Lock-Up

This unit gains +1 Strength when Defending, This unit adds its Strength to adjacent Fortifications

Opportunist: X
This unit inflicts double their Strength in damage when they attack the specified type of unit

Rally

This may accept the special Rally Order. The Rally Order heals an adjacent friendly unit 1 damage

Siege

This Unit targets Fortification Units first if Ranged, as well as gaining double Strength after Terrain and Weather modifiers when attacking Walls.

Ranged

Ranged units may accept the Fire Order to Attack a unit within 8 spaces

Specialist

This Unit is a small team of only a few individuals.  Owing to their small size, their Strength and Fortitude cannot exceed 1, however, their expertise provides a special effect.  Specialists do not require Food.

Stalwart

After their normal attack, these Units will restore one point of missing Fortitude to themselves.

Well-Armed

These Units gain an additional point of Strength.  This Trait is earned by sending an additional Military Weaponry, Bows, or Firearms Supply (as appropriate to the type) to the Levied Unit.

Well-Armored

These Units gain 2 additional points of Fortitude.  This Trait is earned by sending an additional Military Armor Supply to the Levied Unit.

Fast

The unit gains +3 Speed

General Units

 These Units are available to all Commanders capable of Levying Forces.  
 

Spearmen

(Infantry, Light)
Cost: None
Strength: 1  Fortitude: 4  Speed: 4 
Traits: Lock-Up

Archers

(Infantry, Light)
Cost: Military Bows
Strength: 1  Fortitude: 3  Speed: 4
Traits: Ranged

Skirmishers

(Infantry, Light)
Cost: Training 
Strength: 1  Fortitude: 2  Speed: 4 
Traits: Ghost, Ambusher

Armsmen
(Infantry, Heavy)

Cost: Military Armor, Military Weaponry
Strength: 2  Fortitude: 5  Speed: 3 
Traits: Armor, Driving

Dragoons

(Cavalry, Light)
Cost: Mounts
Strength: 1  Fortitude: 4  Speed: 4  
Traits: Mounted, Flanking

Shock Cavalry

(Cavalry, Heavy)
Cost: Mounts, Military Armor, Military Weaponry
Strength: 2  Fortitude: 5  Speed: 3  
Traits: Mounted, Flanking, Armor, Driving 

Palisade

Cost: Special
Strength: 1  Fortitude: 4  Speed: 0  
Traits: Armor, Fortification

Wall

Cost: Special
Strength: 1  Fortitude: 7  Speed: 0  
Traits: Armor, Fortification

Military Heritage

Each Culture has it’s own way of fighting and training it’s Units, this is called Military Heritage.  All Units in your Army gain the Cultural Identity based on the Culture they were levied from, Levying as Rogalian Archers, Gothic Spearmen, etc.  In addition to this, Commanders may Levy a specific military unit from the lands of each culture.

Gothic

Gothic units gain +1 Strength when defending

Rogalian

Ambushes can not be used on Rogalian units
 

Dunnick

Dunnick units get +1 Strength in Forests and Hills
 

Hestralian

Hestrali units ignore the negative effects of Swamps (not tundras) and don’t take a Strength penalty from Spring Rains.

Njordic

Njord units ignore the negative movement effects of Mountains, as well as all effects of Tundra and Winter Cold

Capacian

Do not suffer the negative effects to Black Powder during Spring Rains, Mounted units gain +1 Speed, immune to damage from adjacent allied units with the Black Powder trait

Shariqyn

Shariqyn units lose Exhausted when they receive a new Order.

Cultural Units

These Cultural Units are an extension of the Military Heritage of each culture, and can be levied from Cities that belong to that Culture by paying the listed cost.  The Pontifical state of the Gottreich, controlled directly by Holy Lethia, counts as a separate territory to Gotha.

Flamberges

(Infantry, Heavy)
Cost:
 Levy (Gotha) Military Weaponry x 2
Strength: 3 
Fortitude: 4  Speed: 4  
Traits: Lock-up, Driving

Zealot

(Infantry, Light)
Cost: Levy (Gottreich), Training x 2
Strength: 1  Fortitude: 4  Speed: 4  
Traits: Rally, Intimidating

Cuiriasser

(Cavalry, Light)
Cost:
 Levy (Capacionne), Mounts, Military Firearms
Strength: 2 Fortitude: 3  Speed: 7 
Traits: Flanking, Blackpowder, Mounted

Marines

(Infantry, Heavy)
Cost: Levy (Hestralia), Military Weaponry, Training
Strength: 2  Fortitude: 4  Speed: 4  
Traits: Flanking, Driving

 

Longbowmen

(Infantry, Light)
Cost:
 Levy (Rogalia), Military Bows x 2
Strength: 3  Fortitude: 3  Speed: 4  
Traits: Ranged, Driving

 

Fedayeen

(Infantry, Light)
Cost: Levy (Sha’ra),  Training x 2
Strength: 2  Fortitude3  Speed: 4  
Traits: Ghost, Intimidating, Ambusher

Tacksmen

(Infantry, Heavy)
Cost: Levy (Dunland),  Military Armor, Training
Strength: 1  Fortitude: 5  Speed: 4
Traits: Stalwart, Intimidating

Væringjar 

(Infantry, Heavy)
Cost: Levy (Njordr),  Military Armor, Training
Strength: 1  Fortitude5  Speed: 4  
Traits: Armor, Intimidating