Post by Liu Bei [Ret] on Oct 23, 2009 3:03:33 GMT
(- CHA : Charge || ATT : Attack || DEF: Defence || RAT: Ranged Attack -)
Peasant Levy 15 gold for 100
Average peasant taken from the streets and given a farming implement or rudimentary spear. These conscripts aren't very good for much, but can be useful or bulking up an army's size or to hold and occupy territory already taken. (CHA: 0.0 || ATT: 0.8 || DEF: 0.1 || RAT: 0.0 )
[red]Infantry[/red]
Spearmen 25 gold for 100
Moderately armoured infantry trained in the use of spears and other pole arms. Effective against cavalry. (CHA: 0.0 || ATT: 1.0 || DEF: 0.2 || RAT: 0.0)
Swordsmen 30 gold for 100
Moderately armoured infantry trained in the use of swords. They lack shields, but this does not mean they are completely vulnerable as the sword can easily slip around spears and is capable of easily cutting down bowmen and other infantry. (CHA: 0.0 || ATT: 1.0 || DEF: 0.3 || RAT: 0.0)
Bowmen 25 gold for 100
Lightly armoured infantry trained in the art of the bow. They are able to engage forces up to two hundred fifty metres away. (CHA: 0.0 || ATT: 0.5 || DEF: 0.1 || RAT: 1.0)
Crossbowmen 30 gold for 100
Lightly armoured front line archers that fire bows mounted on wooden stocks. Their arrows can easily pierce most armour but it is almost impossible to range a crossbow fired indirectly. Crossbows usually fire at a maximum of two hundred metres accurately. (CHA: 0.0 || ATT: 0.5 || DEF: 0.1 || RAT: 1.0)
[red]Veteran Infantry[/red]
Pikemen 80 gold for 100
The pike is a longer version of the spear with additional implements of war, namely a moon-shaped axehead. This combined weapon ensures that the pikeman is never at a loss against his foe, the spear allowing him to both spear the horse, dislodge the rider with the moon axe's hook-like edges, as well as cleave his way through infantry with the axe. (CHA: 0.0 || ATT: 1.4 || DEF: 0.4 || RAT: 0.0)
Veteran Swordsmen 90 gold for 100
Moderately armoured infantry trained in the use of swords. These elite swordsmen use shields, allowing them to advance with some degree of protection from arrows, as well as to guard them against spear and pike thrusts. Their shields can likewise be used as a way to effectively buffer a cavalry charge, though the weight of the wood and metal barriers make them slower than their unshielded brethren. Likewise, should the shields become unusable for whatever reason, because they have been trained to fight almost exclusively with them, their effectiveness drops off rather sharply. (CHA: 0.0 || ATT: 1.3 || DEF: 0.6 || RAT: 0.0)
Veteran Bowmen 100 gold for 100
Highly trained and somewhat armoured bowmen equipped with the finest bows and arrows. They are able to engage forces an increased rate of fire compared to their lesser kin, as well as shoot somewhat farther with their better bows, engaging targets up to three hundred metres out. (CHA: 0.0 || ATT: 0.7 || DEF: 0.2 || RAT: 1.0)
Repeating Crossbowmen 135 gold for 100
The crossbow can be modified to fire repeatedly with the cranking of a handle for a continuous firing of the arrows. The repeating crossbow, fired from a simple wooden pole, launches five arrows from a wooden box before reloading. Only the most skilled and elite of crossbowmen are usually allowed to train with the repeating crossbow. Most repeating crossbows are relatively weak, and as such can only strike up to seventy-five metres, and lack the penetrating power of the traditional crossbow at all but the closest of ranges. (CHA: 0.0 || ATTK: 0.5 || DEF: 0.2 || RAT: 0.6)
[red]Cavalry[/red]
Scout Cavalry 40 gold for 100
The eyes and ears of the army are the scout cavalry. They range ahead of the main body to scout out the lay of the land. Scout cavalry have neither staying power nor a powerful charge but their speed is an asset in and of themselves, allowing their mere presence to contest portions of the battlefield. These horsemen are ideal for raiding and screening against enemy forces. Due to their speed, scout cavalry are useful within the general's entourage, turning them into couriers, allowing for orders far too complex for drums or flags to be sent to the farthest flanks of an army in a timely fashion. (CHA: 0.4 || ATT: 0.5 || DEF: 0.4 || RAT: 0.0)
Light Cavalry 65 gold for 100
Light cavalry, like their scouting brethren, are lightly armed and armoured, forgoing spears for swords, and using their speed to their advantage, first to raid the enemy when necessary, but also as a reactionary reserve force, used to meet the enemy when and where gaps within the battle line appear, either for exploitation or reinforcement. (CHA: 0.9 || ATT: 0.6 || DEF: 0.4 || RAT: 0.0)
Lancer Cavalry 60 gold for 100
Unlike what their name might suggest, lancers don't actually use a lance, but instead a mixture of dagger-axes, spears, and pikes. Well clad in leather all over, as well as a scale cuirass, they ride into battle as a reserve and counter-charge force, used most often to check enemy cavalry charges, their array of weapons allowing them to effectively dismount enemy cavalrymen. (CHA: 1.4 || ATT: 0.6 || DEF: 0.3 || RAT: 0.0 )
Medium Cavalry 70 gold for 100
Clad in scale armour and armed with a variety of small weapons, medium cavalry are used in two main roles. Their primary role is for that of the counter-charge, using their mass as well as powerful horses to meet enemy cavalry attacks far from the main battle line where they might do harm. Their second, and somewhat unexpected, role is that of a screening force, working in concert with the scout cavalry to prevent the enemy's scouts to find the enemy. Whereas scout cavalry are primarily used to find the enemy, the medium cavalry use their superior armour and weapons to find and destroy the enemy's eyes and ears before they can report back. (CHA: 0.9 || ATT: 0.7 || DEF: 0.6 || RAT: 0.0)
Cavalry Archers 50 gold for 100
Armoured horsemen that have learned how to shoot from horseback. They are a speedy force, but lack in the range of foot-archers due to the size of their bows, making it to one hundred thirty yards on average. Cavalry archers aren't used as a unit in and of themselves. Instead, they are often integrated with other cavalry forces to add additional power to them, acting as a disruptive force within the unit against the enemy unit, allowing the other cavalry to better carry out their job, whether it be charging into a thinned infantry formation while supporting medium cavalry and lancers orr to keep the enemy force at bay while integrated with a scout cavalry force screening for the main body. (CHA: 0.3 || ATT: 0.5 || DEF: 0.3 || RAT: 0.9)
[red]Veteran Cavalry[/red]
Raiding Cavalry 120 gold for 100
These elite light cavalry forces are equipped with a wide variety of weapons, but one thing that every man carries is a torch and smouldering wick. Raiding Cavalry, like their name implies, are exceptionally skilled at flanking and assaulting the enemy from behind, using their torches to burn down enemy camps, supply trains, and fortifications before harrying the rear of the enemy army, offering a general afflicted with a force of raiding cavalry two options: either divert a portion of the army to chase them off, and thus weaken the main battle line or reserves at what could be a critical moment, or slowly allow themselves to be consumed from both inside and out if the cavalry are well drilled and commanded. (CHA: 0.6 || ATT: 0.8 || DEF: 0.6 || RAT: 0.0)
Heavy Cavalry 130 gold for 100
Whereas medium cavalry excel at engaging the foe away from the main battle line, the heavy cavalry, armoured in scale, and armed with a shield as well as their personal arms, are used as a reaction force, located at key places along a battle line. They use their incredible mass when the opportunity presents itself to either plug a hole in the battle line, their thick armour and variety of weapons ensuring that the line remains held. Similarly, they are used as a sledgehammer or spear, smashing through exposed weaknesses in enemy lines, their power used to isolate portions of the enemy formation to be destroyed by the infantry, the armour of the heavy cavalry (CHA: 1.5 || ATT: 0.7 || DEF: 0.7 || RAT: 0.0)
Armoured Lancers 110 gold for 100
These veteran lancers are equipped in much the same way as their lighter armoured cousins with a variety of polearms. They often carry into battle with them a small shield used primarily to parry enemy strikes, as well as an entire suit of scale armour, seeking out the toughest of enemy cavalry forces to engage. (CHA: 1.9 || ATT: 0.6 || DEF: 0.6 || RAT: 0.0 )
[green]Special Units[/green]
Commando's - 100 gold for 10 Commando's
Commando's are specially trained units that come equipped with light padded leather armour, a wall scalling hook/rope, a sword and a variety of small throwing knives (4 in total). They are used to scale walls and attack guard posts, they are incredibly stealthy and are hard to detect at midnight so long as they operate in a group of 10 or lower. (CHA: 0.0 || ATT: 1.2 || DEF: 0.4 || RAT: 0.5 )
Gliders - 200 gold for 50 Gliders
Gliders are specially trained swordsmen that come equipped with dual swords and padded lamellar armour. Each glider comes with a gliding machine, that allows them to be propelled into the air and 'glide' down into an enemy city. They can be hard to see at night. (CHA: 0.0 || ATT: 1.8 || DEF: 0.2 || RAT: 0.0 )
Iron Swordsmen - 100 gold for 10 iron swordsmen
Iron Swordsmen are incredibly slow and fairly weak. They are equipped with incredibly thick armour and weild a sword and a shield. They are very slow and are used for defensive purposes only. (CHA: 0.0 || ATT: 0.4 || DEF: 0.9 || RAT: 0.0 )
[blue]Miscellaneous Units[/blue]
Drum Corps - 180 gold for 10 drums and 20 drummers
War Drums are massive wood and leather contraptions used to carry sound for long distances. These, along with signal flags, are capable of coordinating manoeuvres. The drums are also an excellent way to simultaneously launch an ambush without offering the enemy a chance of tipping the enemy off to the location of it due to a mass of bright flags. When used within a general's command unit, they allow orders to be carried further than normal, allowing more troops to be ordered around at a time.
Supply Train 375 gold for an entire column
Supplies such as food and arrows are needed by an army, wherever it is. During particularly protracted engagements, the knowledge that food and matériel to continue the battle is often a source of inspiration and can help harden a force's resolve against the enemy. However, in order to do so, this extremely weak portion of the army must be brought closer to the front than prudence might otherwise dictate. As such, these units can and often are lost in combat to a daring raid by the enemy. The loss of the supply train can be devastating to an army's morale, shattering even the most eager and hardened of forces when the column of smoke from a burning supply depot billows to their rear.
Command Unit: - No Price
NOTE: THIS UNIT IS A BATTLEFIELD ONLY UNIT AND IS CREATED AD HOC PRIOR TO A BATTLE[/u]
The command unit isn't a unit in and of itself, so much as the term given to the general, his immediate bodyguard force, as well as the support elements that help to make his job easier. Drummers and scout cavalry can be attached to a command unit to improve a general's ability to command. The bodyguard unit can be of any size, and consist of any unit or combination of units. However, if a bodyguard unit exceeds 400 soldiers of all sorts, then the army may become demoralised as they believe that their commanding officer is a coward. Conversely, soldiers will believe their general truly a brave soul if his bodyguard numbers less than two hundred and the general actively participates in the battle.
Note, that for morale calculation purposes, only the starting size of the bodyguard matters: a unit of larger than 400 men reduced to less than 400 will not negage the morale penalty, and likewise a unit larger than 200 reduced to less than 200 will not bestow the morale bonus.
Peasant Levy 15 gold for 100
Average peasant taken from the streets and given a farming implement or rudimentary spear. These conscripts aren't very good for much, but can be useful or bulking up an army's size or to hold and occupy territory already taken. (CHA: 0.0 || ATT: 0.8 || DEF: 0.1 || RAT: 0.0 )
[red]Infantry[/red]
Spearmen 25 gold for 100
Moderately armoured infantry trained in the use of spears and other pole arms. Effective against cavalry. (CHA: 0.0 || ATT: 1.0 || DEF: 0.2 || RAT: 0.0)
Swordsmen 30 gold for 100
Moderately armoured infantry trained in the use of swords. They lack shields, but this does not mean they are completely vulnerable as the sword can easily slip around spears and is capable of easily cutting down bowmen and other infantry. (CHA: 0.0 || ATT: 1.0 || DEF: 0.3 || RAT: 0.0)
Bowmen 25 gold for 100
Lightly armoured infantry trained in the art of the bow. They are able to engage forces up to two hundred fifty metres away. (CHA: 0.0 || ATT: 0.5 || DEF: 0.1 || RAT: 1.0)
Crossbowmen 30 gold for 100
Lightly armoured front line archers that fire bows mounted on wooden stocks. Their arrows can easily pierce most armour but it is almost impossible to range a crossbow fired indirectly. Crossbows usually fire at a maximum of two hundred metres accurately. (CHA: 0.0 || ATT: 0.5 || DEF: 0.1 || RAT: 1.0)
[red]Veteran Infantry[/red]
Pikemen 80 gold for 100
The pike is a longer version of the spear with additional implements of war, namely a moon-shaped axehead. This combined weapon ensures that the pikeman is never at a loss against his foe, the spear allowing him to both spear the horse, dislodge the rider with the moon axe's hook-like edges, as well as cleave his way through infantry with the axe. (CHA: 0.0 || ATT: 1.4 || DEF: 0.4 || RAT: 0.0)
Veteran Swordsmen 90 gold for 100
Moderately armoured infantry trained in the use of swords. These elite swordsmen use shields, allowing them to advance with some degree of protection from arrows, as well as to guard them against spear and pike thrusts. Their shields can likewise be used as a way to effectively buffer a cavalry charge, though the weight of the wood and metal barriers make them slower than their unshielded brethren. Likewise, should the shields become unusable for whatever reason, because they have been trained to fight almost exclusively with them, their effectiveness drops off rather sharply. (CHA: 0.0 || ATT: 1.3 || DEF: 0.6 || RAT: 0.0)
Veteran Bowmen 100 gold for 100
Highly trained and somewhat armoured bowmen equipped with the finest bows and arrows. They are able to engage forces an increased rate of fire compared to their lesser kin, as well as shoot somewhat farther with their better bows, engaging targets up to three hundred metres out. (CHA: 0.0 || ATT: 0.7 || DEF: 0.2 || RAT: 1.0)
Repeating Crossbowmen 135 gold for 100
The crossbow can be modified to fire repeatedly with the cranking of a handle for a continuous firing of the arrows. The repeating crossbow, fired from a simple wooden pole, launches five arrows from a wooden box before reloading. Only the most skilled and elite of crossbowmen are usually allowed to train with the repeating crossbow. Most repeating crossbows are relatively weak, and as such can only strike up to seventy-five metres, and lack the penetrating power of the traditional crossbow at all but the closest of ranges. (CHA: 0.0 || ATTK: 0.5 || DEF: 0.2 || RAT: 0.6)
[red]Cavalry[/red]
Scout Cavalry 40 gold for 100
The eyes and ears of the army are the scout cavalry. They range ahead of the main body to scout out the lay of the land. Scout cavalry have neither staying power nor a powerful charge but their speed is an asset in and of themselves, allowing their mere presence to contest portions of the battlefield. These horsemen are ideal for raiding and screening against enemy forces. Due to their speed, scout cavalry are useful within the general's entourage, turning them into couriers, allowing for orders far too complex for drums or flags to be sent to the farthest flanks of an army in a timely fashion. (CHA: 0.4 || ATT: 0.5 || DEF: 0.4 || RAT: 0.0)
Light Cavalry 65 gold for 100
Light cavalry, like their scouting brethren, are lightly armed and armoured, forgoing spears for swords, and using their speed to their advantage, first to raid the enemy when necessary, but also as a reactionary reserve force, used to meet the enemy when and where gaps within the battle line appear, either for exploitation or reinforcement. (CHA: 0.9 || ATT: 0.6 || DEF: 0.4 || RAT: 0.0)
Lancer Cavalry 60 gold for 100
Unlike what their name might suggest, lancers don't actually use a lance, but instead a mixture of dagger-axes, spears, and pikes. Well clad in leather all over, as well as a scale cuirass, they ride into battle as a reserve and counter-charge force, used most often to check enemy cavalry charges, their array of weapons allowing them to effectively dismount enemy cavalrymen. (CHA: 1.4 || ATT: 0.6 || DEF: 0.3 || RAT: 0.0 )
Medium Cavalry 70 gold for 100
Clad in scale armour and armed with a variety of small weapons, medium cavalry are used in two main roles. Their primary role is for that of the counter-charge, using their mass as well as powerful horses to meet enemy cavalry attacks far from the main battle line where they might do harm. Their second, and somewhat unexpected, role is that of a screening force, working in concert with the scout cavalry to prevent the enemy's scouts to find the enemy. Whereas scout cavalry are primarily used to find the enemy, the medium cavalry use their superior armour and weapons to find and destroy the enemy's eyes and ears before they can report back. (CHA: 0.9 || ATT: 0.7 || DEF: 0.6 || RAT: 0.0)
Cavalry Archers 50 gold for 100
Armoured horsemen that have learned how to shoot from horseback. They are a speedy force, but lack in the range of foot-archers due to the size of their bows, making it to one hundred thirty yards on average. Cavalry archers aren't used as a unit in and of themselves. Instead, they are often integrated with other cavalry forces to add additional power to them, acting as a disruptive force within the unit against the enemy unit, allowing the other cavalry to better carry out their job, whether it be charging into a thinned infantry formation while supporting medium cavalry and lancers orr to keep the enemy force at bay while integrated with a scout cavalry force screening for the main body. (CHA: 0.3 || ATT: 0.5 || DEF: 0.3 || RAT: 0.9)
[red]Veteran Cavalry[/red]
Raiding Cavalry 120 gold for 100
These elite light cavalry forces are equipped with a wide variety of weapons, but one thing that every man carries is a torch and smouldering wick. Raiding Cavalry, like their name implies, are exceptionally skilled at flanking and assaulting the enemy from behind, using their torches to burn down enemy camps, supply trains, and fortifications before harrying the rear of the enemy army, offering a general afflicted with a force of raiding cavalry two options: either divert a portion of the army to chase them off, and thus weaken the main battle line or reserves at what could be a critical moment, or slowly allow themselves to be consumed from both inside and out if the cavalry are well drilled and commanded. (CHA: 0.6 || ATT: 0.8 || DEF: 0.6 || RAT: 0.0)
Heavy Cavalry 130 gold for 100
Whereas medium cavalry excel at engaging the foe away from the main battle line, the heavy cavalry, armoured in scale, and armed with a shield as well as their personal arms, are used as a reaction force, located at key places along a battle line. They use their incredible mass when the opportunity presents itself to either plug a hole in the battle line, their thick armour and variety of weapons ensuring that the line remains held. Similarly, they are used as a sledgehammer or spear, smashing through exposed weaknesses in enemy lines, their power used to isolate portions of the enemy formation to be destroyed by the infantry, the armour of the heavy cavalry (CHA: 1.5 || ATT: 0.7 || DEF: 0.7 || RAT: 0.0)
Armoured Lancers 110 gold for 100
These veteran lancers are equipped in much the same way as their lighter armoured cousins with a variety of polearms. They often carry into battle with them a small shield used primarily to parry enemy strikes, as well as an entire suit of scale armour, seeking out the toughest of enemy cavalry forces to engage. (CHA: 1.9 || ATT: 0.6 || DEF: 0.6 || RAT: 0.0 )
[green]Special Units[/green]
Commando's - 100 gold for 10 Commando's
Commando's are specially trained units that come equipped with light padded leather armour, a wall scalling hook/rope, a sword and a variety of small throwing knives (4 in total). They are used to scale walls and attack guard posts, they are incredibly stealthy and are hard to detect at midnight so long as they operate in a group of 10 or lower. (CHA: 0.0 || ATT: 1.2 || DEF: 0.4 || RAT: 0.5 )
Gliders - 200 gold for 50 Gliders
Gliders are specially trained swordsmen that come equipped with dual swords and padded lamellar armour. Each glider comes with a gliding machine, that allows them to be propelled into the air and 'glide' down into an enemy city. They can be hard to see at night. (CHA: 0.0 || ATT: 1.8 || DEF: 0.2 || RAT: 0.0 )
Iron Swordsmen - 100 gold for 10 iron swordsmen
Iron Swordsmen are incredibly slow and fairly weak. They are equipped with incredibly thick armour and weild a sword and a shield. They are very slow and are used for defensive purposes only. (CHA: 0.0 || ATT: 0.4 || DEF: 0.9 || RAT: 0.0 )
[blue]Miscellaneous Units[/blue]
Drum Corps - 180 gold for 10 drums and 20 drummers
War Drums are massive wood and leather contraptions used to carry sound for long distances. These, along with signal flags, are capable of coordinating manoeuvres. The drums are also an excellent way to simultaneously launch an ambush without offering the enemy a chance of tipping the enemy off to the location of it due to a mass of bright flags. When used within a general's command unit, they allow orders to be carried further than normal, allowing more troops to be ordered around at a time.
Supply Train 375 gold for an entire column
Supplies such as food and arrows are needed by an army, wherever it is. During particularly protracted engagements, the knowledge that food and matériel to continue the battle is often a source of inspiration and can help harden a force's resolve against the enemy. However, in order to do so, this extremely weak portion of the army must be brought closer to the front than prudence might otherwise dictate. As such, these units can and often are lost in combat to a daring raid by the enemy. The loss of the supply train can be devastating to an army's morale, shattering even the most eager and hardened of forces when the column of smoke from a burning supply depot billows to their rear.
Command Unit: - No Price
NOTE: THIS UNIT IS A BATTLEFIELD ONLY UNIT AND IS CREATED AD HOC PRIOR TO A BATTLE[/u]
The command unit isn't a unit in and of itself, so much as the term given to the general, his immediate bodyguard force, as well as the support elements that help to make his job easier. Drummers and scout cavalry can be attached to a command unit to improve a general's ability to command. The bodyguard unit can be of any size, and consist of any unit or combination of units. However, if a bodyguard unit exceeds 400 soldiers of all sorts, then the army may become demoralised as they believe that their commanding officer is a coward. Conversely, soldiers will believe their general truly a brave soul if his bodyguard numbers less than two hundred and the general actively participates in the battle.
Note, that for morale calculation purposes, only the starting size of the bodyguard matters: a unit of larger than 400 men reduced to less than 400 will not negage the morale penalty, and likewise a unit larger than 200 reduced to less than 200 will not bestow the morale bonus.