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Thread: Barracks Thread (The North)

  1. #1

    Default Barracks Thread (The North)

    SOLDIER HIRE and RECRUITMENT
    Post the soldiers you hired / recruited here! Include numbers and calculations for total cost and total upkeep p.a.
    For more information about soldiers, unit classes and special things like mercenary advantages, check the Rules Thread.



    These men are professional soldiers who can be used to bolster your levy or offer an advantage in battle. These men can be invaluable, if you have the coin to pay for them. Make sure you update your home thread with the size of your troops and your income thread for the expenses. All troops/ships listed below take THREE DAYS to recruit.

    Important Note for Sellswords: Only sellswords signed up AT GAME START get their first units without any waiting period. All units puchased by Sellswords after the game starts, even by newly signed up Sellswords, take 3 days to train. This does mean that Sellswords signed up after the game has started will spend their first three days without a sellsword company.


    Unit Point Values


    1 point: Light Infantry, Archers, Crossbowmen, Light Cavalry
    1.5 point: Polearms
    2 point: Heavy Infantry
    3 point: Heavy Cavalry, Elite Infantry
    3.5 point: Elite Cavalry

    Standing Forces Caps

    All Lords may have 5,000 Points of Professional troops, with a Tier IV building is available that can increase it to 7,000. They may also have 5,000 points of Professional Warships alongside this.
    All below the Lord or Merchant Prince rank (except Sellsword characters) may have 2,500 points worth of Professional Soldiers and 2,500 points worth of Professional Warships as well.

    Standing Forces do not have percentage caps on how many more men you can have. you can choose to have an all elite cavalry and elite infantry army (as long as you can afford it) but do realize that they will take up more points while giving you an overall lesser number of men.

    Please note that the caps for Land-based soldiers and Sea-based warships are separate: you may have both 5,000 points of soldiers and 5,000 points of ships. You may not exceed 5,000 points either on land or sea, however, by using one points cap for the other. For example, you cannot have 8,000 points of soldiers by hiring only 2,000 points of ships. 5,000 is the absolute maximum (or 7,000 if the correct buildings are purchased) in either individual category.

    Standard Soldiers


    All units are 300 men in size unless stated otherwise. Points values will vary depending on which type of soldier is in the unit, and the points values can be viewed in the first content box. Per unit points values are listed below for convenience: please refer to the "Standing Forces Caps" content box to see what your limit on points is.

    Mercenary Light Infantry
    Hire Cost: 3900 Dragons
    Upkeep Cost: 900 Dragons
    Points: 300

    Mercenary Heavy Infantry

    Hire Cost: 7800 Dragons
    Upkeep Cost: 1800 Dragons
    Points: 600

    Mercenary Polearm Infantry
    Hire Cost: 5850 Dragons
    Upkeep Cost: 1350 Dragons
    Points: 450

    Mercenary Archers
    Hire Cost: 3900 Dragons
    Upkeep Cost: 900 Dragons
    Points: 300

    Mercenary Crossbowmen
    Hire Cost: 3900 Dragons
    Upkeep Cost: 900 Dragons
    Points: 300

    Mercenary Light Cavalry
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300

    Specialist Troops


    Raider Infantry (light infantry)
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300
    Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.

    Raider Archers (archers)
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300
    Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.

    Raider Cavalry (light cavalry, cannot be used to scout or screen)
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300
    Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.

    Outriders (light cavalry)
    Hire Cost: 6300 Dragons
    Upkeep Cost: 1800 Dragons
    Points: 300
    Skill: The fastest riders available: young, fit horses and no armour or baggage. These horsemen get +2 scout rolls. This bonus only applies to the destination the Outriders are specifically scouting.

    Night Watchmen (light infantry)
    Cost: 4800 Dragons
    Upkeep: 1500 Dragons
    Points: 300
    Skill: Skilled watchmen, these troops interdict raiders. If they are in a province that is raided and a peasant militia forms to oppose the raiders, these troops will also oppose the raiders. In addition, for every 300 watchmen (1 unit), 2.5% of the province levy can be mobilised to aid the defence.

    Longbowmen:
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 450

    AOR Units


    These troops may only be hired by native Lords, but may be then sent into service with others. For example, only a Reachman Lord may hire Reach AOR units.

    The North

    Northern Swordsmen (elite infantry)
    Cost: 11,700 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the North. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.

    Northern Heavy Cavalry
    (elite cavalry)
    Hire Cost: 13650 Dragons
    Upkeep Cost: 3150 Dragons
    Points: 1,050
    Skill: These troops gain +3 to battle rolls if fighting in the North. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.

    Northern Herders (light infantry)
    Hire Cost: 4800 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300
    Skill: Skilled at moving across the harsh terrain of the North, these men are excellent at operating a baggage train. If these men constitute at least 5% of the army they are attached to, the time taken to move across normal tiles drops from 2.4 hours to 2 hours. They do not have any impact on moving across other tile types.

    * * *

    The Iron Islands:

    Ironborn Hearth Warriors (elite infantry)
    Cost: 11,700 Dragons
    Upkeep: 2700 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Iron Isles. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.

    Ironborn Raiders (all raider types)
    Hire Cost: See Raider units
    Upkeep Cost: See Raider units
    Skill: Skilled Ironborn reavers, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -4 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.

    Essosi Mercenaries

    Myrish Crossbowmen
    Hire Cost: 6000 Dragons
    Upkeep Cost: 1800 Dragons
    Number of Men
    Points: 600
    Prerequisite: Requires a trade route with Myr
    Skill: They grant an additional +1 to dragon death rolls due to their experience fighting dragons according to the lore.
    Max limit: 5 per House

    Elephants
    Hire Cost: 100,000 Dragons
    Upkeep Cost: 25,000 Dragons
    Number of Men: 50 Elephants with 300 handlers.
    Points: 1,500
    Skill: -2 to overall enemy rolls on that flank, becomes -5 if it is facing a cavalry assault
    Prerequisite: Requires a trade route with Volantis.
    Max Limit: 2 per House

    Naval Units


    Dromonds and Heavy Galleys are recruited in squadrons of 10 ships.
    AOR Ships and Grand Warships are recruited in squadrons of 5 ships.

    All ships except Grand Warships can sail up rivers and can carry 100 soldiers. Grand Warships can carry 200 soldiers.

    Standard Ships:

    Dromond: 30 points
    Heavy Galley: 50 points
    AOR Ship: 80 points
    Grand Warship: 100 points

    AOR Ships:

    Lannister Carrack
    Oldtown War Galley
    Dornish Dromond
    Stormbreaker Ships
    Narrow Sea Galleon
    Riverrun Riverboat
    Sisterton Pirate Ships
    White Harbour Warship
    Ironborn Longship
    -- Ironborn Warships have a 25% movement bonus.
    -- Ironborn Warships can be dragged over land, but armies dragging them move at half their normal movement speed.

    Standard Ships:

    Dromonds
    Points Cost: 300 naval points per squadron (10 ships)
    Recruitment Cost: 3900 per squadron
    Upkeep: 900 per squadron
    Abilities: Can sail up rivers

    Heavy Galleys
    Points Cost: 500 naval points per squadron (10 ships)
    Recruitment Cost: 6500 per squadron
    Upkeep: 1500 per squadron

    AOR Ships

    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 5200 per squadron
    Upkeep: 1200 per squadron

    Grand Warships
    Points Cost: 500 naval points per squadron (5 ships)
    Recruitment Cost: 8000 per squadron
    Upkeep: 2500 per squadron
    Abilities: Cannot sail in rivers, but grants +3 naval battles if the flank is at least 10% (in points) of these vessels.


    - All units are 300 men in size unless stated otherwise. Recruitment time is 3 RL days unless stated otherwise.

    - RP naming is allowed, so long as the unit type is provided in brackets. For example, "Storm's End Guardians (merc heavy inf)" or "Eyrie Crossbowmen (merc crossbowmen)".

    - Hired troops will train at, and become available at, your home. For Lords, this is their seat of power. For other characters, this is where ever their guild houses (or equivalent) are located. This means if your home is under siege you cannot hire troops: if you're in the middle of training them when the siege occurs the process is paused and will resume when the siege ends. If your home is conquered your hired troops will not be available until you liberate your home.

  2. #2

    Default Re: Barracks Thread (The North)

    Harlon Magnar hires the following soldiers :
    900 Archers
    900 Skagosi Warriors (Mercenary Heavy Infantry)
    600 Skagosi Hirdmen (Northern Swordsmen)


    Total : 58,500
    Upkeep : 13,100
    Completed : 8/25

  3. #3
    The Mad Skylord's Avatar Tribunus
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    Default Re: Barracks Thread (The North)

    11 Raider units - 54'200 Dragons - 3300 Points
    2 Outriders - 12'600 Dragons - 600 Points
    Last edited by The Mad Skylord; August 23, 2016 at 08:00 AM.

  4. #4
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: Barracks Thread (The North)

    Cairn
    - 938 Raider Cavalry

  5. #5
    Indefinitely Banned
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    Default Re: Barracks Thread (The North)

    The House of Norrey wishes to recruit and train the following:
    1 Night Watchman unit
    1 Raider Cavalry unit

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Barracks Thread (The North)

    House Glover hires the following:

    1x Longbowmen (300 men, -4800 gold)

  7. #7
    Poach's Avatar Civitate
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    Default Re: Barracks Thread (The North)

    Greystark.

    2 light cavalry, 2 archers, 4 heavy infantry.

    41310 hire, 10800 upkeep, 2400 men, 3600 points.

    Sent from my SM-A310F using Tapatalk

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