| Artillery Rules | Artillery is very early and scarce in this England setting.
As such there are following rules that apply to armies.
A large army (25,001 - 35,000) may have up to 10 cannon
A medium army (10,001 - 25,000) may have up to 5 cannon
A small army (less than 10,000) may have up to 0 cannon
An army, rallied by royal authority, is more likely to have cannon than a private army of a noble, unless that noble belongs to a known powerful family. In which, the likelihood of cannon in a non-royal army, belonging to powerful family, has a 50% chance of gaining cannon. Whereas a royal army has a 75% chance.
If cannons are accessed, through a roll, a further roll will determine how many you will have, with ranges being between 0 and 10 or 0 and 5, depending on the size of your army. Once a number is determined, the players may choose how many field and siege artillery they may have.
Field artillery is good against soldiers and not against walls. Inaccurate however.
Siege artillery is good against walls and not against soldiers. Inaccurate however.
Field artillery has a 50% of hitting soldiers while Siege artillery has a 25% chance
Field artillery is ineffective against walls while Siege artillery has a 75% chance
Field artillery will cost 5,000 coin per unit (upkeep is 25% the hiring cost)
Siege artillery will cost 10,000 coin per unit (upkeep is 25% the hiring cost)
Cannon are immediately disbanded along with the army.
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| Campaigning I (Scouting) |
- Scouting can only be requested if Light Cavalry is in the army.
- You may only scout one province per 250 Light Cavalry in the army per 24 hours. If, for example, you have 499 Light Cavalry, you may only scout one province.
When scouting is requested, the mods do one D20 roll with the following possible results:
1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
5-10/20 - Scouts fail to return with any information
11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
19-20/20 - Scouts return with exact enemy numbers
When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).
For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.
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| Campaigning II (Land Units and Land Battles) |
Movement Bonuses
- Armies comprised of any mix of Light Infantry, Polearms, Archers and Light/Heavy Cavalry can move at 125% speed on the Hex map.
- Armies comprised only of Light or Heavy Cavalry move at 150% speed.
- Armies comprised only of Light Cavalry move at 200% speed.
- Therefore, the presence of Heavy Infantry and Elite Cavalry will limit an army to base 100% movement speed.
| Rolling a Battle |
Player Set-Up
Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.
The optional section is the Reserve, which can be used for a variety of functions. The reserve can have two orders: Intervene (in the left, center, right) or Cover Retreat.
--- With Intervene, the Reserve will counter-attack an enemy victorious flank. Say your Left loses and your Reserve is ordered to Intervene, it will advance and form a new Left flank for you. Once committed to Intervention, the Reserve is used up.
--- Cover Retreat. If you lose the battle, the Reserve will cover the retreat of your army.
Rolling the Battle
The Moderator wll roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.
* * *
[Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.
Winner dead: ( [Lower Score] / [Higher Score] ) * [Number of Soldiers]. Dead capped at 15% of [Lesser Force]
Loser dead: ( [Higher Score] / [Lower Score] ) * [Number of Soldiers]. Dead capped at 25% of [Lesser Force]
* * *
The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.
The Aftermath of the Battle
If you win the battle, an enemy rout happens. Depending on whether the enemy has an uncommitted reserve or not.
If they do not have an uncommitted reserve:
Roll d10*5% for routing enemy troop deaths. If the enemy army has 10,000 men when it routs and 8 is rolled, 8*5% = 40%, or 4,000 men killed in the rout.
If they do have an uncommitted reserve:
The strongest victorious enemy flank and the uncommitted reserve conduct a battle, the same as a standard flank battle. If the reserve loses, the rout roll is d10*2% rather than d10*5%, capping the routing dead at 20% of survivors rather than 50%. If the reserve wins, no rout roll is made, and the defeated army withdraws in good order.
Players are of course allowed to order their flanks to not attack the enemy reserve if they win, ensuring the defeated foe withdraws in good order, if the victors are unwilling to risk a fight with the reserve.
Thus you are presented with three options every battle:
- Have no reserve, and rely on winning 2 of 3 engagements.
- Have a reserve, order it to commit, and get a second chance on one of your defeated flanks, potentially snatching victory from defeat.
- Have a reserve, order it to cover the retreat, and if you lose you gain either a reduced rout roll or no rout roll.
Retreating from Battle
- A defeated army will retreat to the nearest friendly High Lordship keep. This includes occupied Keeps. Once there it cannot move for 6 hours.
- A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
- A victorious army may not move for a period of 6 hours.
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| Campaigning III (Surprise Attacks, Sieges, Garrisons, Occupied Enemy Territory and Levy Replenishment Rules) |
Surprise Attacks
If an army is laying siege they are vulnerable to surprise attacks by enemy forces in the local area. Base chance of successfully surprising a Siege is 16/20. Light Cavalry may be put on Screening Duty by the besiegers, resulting in a -4 chance of surprise per 500 Light Cavalry. Thus, 2,000 Light Cavalry on screening will render surprise attacks impossible.
If an army is taken by surprise during their siege, the attackers gain +4 to all rolls during the battle.
Sieges
A Siege occurs when a castle is surrounded, as determined by Mod discretion. The Twins, Goldentooth, and Bloody Gate for example, must be besieged from both ends, and Coastal Settlements must be blockaded by a fleet.
A castle will survive for one year (one RL week) once suitably surrounded, and it takes 24 RL hours to prepare siege equipment for an assault. The amount of time that a castle holds out can be increased by constructing the correct building.
Castles have a basic +8 to the defender's rolls.
When a castle falls, 20% of the province's base value is gained as loot, to be distributed as the Siege Commander pleases.
Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute leveling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications. In the Castle Upgrade thread in the Iron Bank of Braavos, the fortress/city will be classified as 'Ruined' until reconstruction is completed/and paid for.
Garrison
Only 75% of the regional levy can be garrisoned within a castle except for a single holding of the Lord Paramount, to be decided by the Lord Paramount which may hold 100% to begin with.
Occupied Enemy Territory
- Occupied provinces can be taxed when the castle is taken. If the defenders have a Holdfast building, the province can be taxed as long as the 'outer castle' is taken.
- 10% of the province's base tax may be taxed per 500 men occupying the province. Remember garrison limits of castles: any soldiers occupying the territory above that limit are regarded as outside the castle. This means 5,000 men must be devoted to fully tax an occupied territory. Taxes go into the coffers of whichever character is in command of the occupying forces. Auxes will pay their 'main' boss, as they can't have incomes.
Levy Replenishment
Men of the levy that are killed replenish at a rate of 50% per year.
Post-Battle wounded rolls
For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.
The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome. (only if a character isn't engaged in a duel)
Killed In Action 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
Wounded - 3-7/20 (there will be a further roll to see what type of wound)
Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
Free - 13-20/20 (you get through the battle without being captured or wounded)
- Wounded
If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.
Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)
In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.
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| Rebellions |
There may come a time when a player decides that he can no longer sit idly by under the rule of his Lord Paramount, and begins plotting rebellion.
Should a player decide to rebel, all AI High Lords, if called upon, will undertake a decision as to whether they will side with the rebels, their liege lord, or remain neutral. AI High Lords not requested by either party will remain neutral until called upon to decide.
Reasons for rebellion will be strictly vetted, and if it is suspected that players are creating Houses solely for the purpose of finding a reason to rebel, they may be barred from rolling the House entirely. A rebellion is a serious matter and, in a Feudal culture, unthinkable at first glance. Houses such as House Bolton will be watched closely, as players have a long history of creating houses such as Bolton specifically to betray House Stark at the earliest opportunity.
Reasons for Rebellion
Rebellions will be permitted only where players can justify it on IC grounds, including:
- Betrayal in some form from their master (eg reneging on a promise, seizing family, murder of family, seizure of land/privileges/rights)
- Heavy taxation (typically over 20% would be regarded as heavy, though room for context and IC situation will be made for this determination)
- Compelling offers from powerful third parties (eg being offered the Lord Paramountcy in your master's place, being offered restoration of lands, titles, etc)
- Lord Paramount switches religion
- Lord Paramount betrays his own liege (the King/Queen), but the player prefers loyalty to the Crown over the Lord Paramount
Things that will not usually be considered 'justified':
- Players who fabricate their own reasons (for example, Bolton offering rebellion in return for being made Lord Paramount)
- Disagreement over a course of action (disagreeing with going to war isn't grounds for raising a rebellion)
- OOC motivated reasons (rolling a House in a region with a Lord Paramount you dislike purely to be a thorn in their side)
- Using 'justified' reasons for unjustified acts (for example, rebelling because the Lord Paramount rebels against the King, and then not pledging allegiance to the King)
Rebellions are a serious affair and, due to the AI Reactions rules, are not almost guaranteed suicide. As a result of this, however, strict oversight must be applied to prevent power-hungry players from intentionally creating characters to rebel, or rebelling on poorly justified grounds motivated solely by OOC greed.
If a rebellion sounds legitimate (eg, a real Lord in a real Westeros would do it), it will generally be allowed to go ahead. Players who are just hunting glory, power, or money will not be permitted to abuse this system.
Outcome
Defeating a Lord Paramount does not make you the new Noble; only the King can make that determination. Players rebelling should generally be seeking concessions of some nature that do not involve replacing their Noble. For example, rebelling because of ridiculous taxation should see the players seeking abolishing some tax; rebelling because the Noble betrayed the King should see the players seeking to win the war for the King (who may reward the players as he sees fit, naturally); rebelling because the Noble abducted or killed your family should see the player seeking revenge (eg capture your Noble's family, secure the release of your own family, bring your Noble to trial before the King); rebelling on religious grounds should see the players seeking the LP brought before the Pope (or Archbishop of Canterbury/York) or forcibly returned to the True Faith
A rebel will not be given free hand to decide whatever wild demands they fancy: the rebellion started for a reason and it must pursue aims valid to its purpose for existing.
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