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  1. #1
    Lucius Malfoy's Avatar Pure-Blood
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    Default The Barracks Thread

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

    Standing Forces Caps

    All Lords may have 3,000 Points of Professional troops.
    All below the Lord or Merchant Prince rank (except Sellsword characters) may have 1,500 points worth of Professional Soldiers.

    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.

    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: 5000 Dragons
    Upkeep Cost: 1000 Dragons
    Points: 300

    Mercenary Heavy Infantry

    Hire Cost: 8000 Dragons
    Upkeep Cost: 1700 Dragons
    Points: 600

    Mercenary Polearm Infantry
    Hire Cost: 6000 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 450

    Mercenary Archers
    Hire Cost: 5000 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300

    Mercenary Crossbowmen
    Hire Cost: 5000 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300

    Mercenary Light Cavalry
    Hire Cost: 8000 Dragons
    Upkeep Cost: 1800 Dragons
    Points: 300

    Mercenary Heavy Cavalry
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 600

    Mercenary Archers
    Hire Cost: 5000 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300

    Specialist Troops


    Raider Infantry (light infantry)
    Hire Cost: 8000 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: 8000 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)
    Hire Cost: 10,000 Dragons
    Upkeep Cost: 1800 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: 10,000 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.

    Household Knights (elite cavalry)
    Hire Cost: 20,000 Dragons
    Upkeep Cost: 6000 Dragons
    Points: 1,050
    Skill: These troops form the personal bodyguard of the Lord in a battlefield situation. Formed of minor nobility, wards, trusted retainers and second sons of wealthy lords, these men represent the best equipped fighting force Westeros can field, composed of men with the financial means to buy the best and spend most of their time in training. If these men are present as the Lord's bodyguard the Lord gains +2 to the post-battle condition roll (eg dead, captured, wounded, free) and, if the Lord to which they are attached leads a cavalry charge, these men form the highly-armoured spear tip granting the charge an additional +1 modifier.

    Dismounted Knights (elite infantry)
    Hire Cost: 12,000 Dragons
    Upkeep Cost: 2500 Dragons
    Points: 900
    Skill: The heaviest of heavy infantry, these men are armed and armoured to the teeth. These troops gain +3 to battle rolls. 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.

    Night Watchmen (light infantry)
    Cost: 5000 Dragons
    Upkeep: 1000 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: 7500 Dragons
    Upkeep Cost: 2000 Dragons
    Points: 450

    Crossbowmen:
    Hire Cost: 7500 Dragons
    Upkeep Cost: 2000 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.

    Westerlands:

    Guardians of Casterly Rock (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Westerlands. 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.

    Westerlander Knights
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: If fighting in the Westerlands, they gain +2 to rolls, subject to ratio calculations.

    Westerlands Crossbowmen:
    Hire Cost: 7500 Dragons
    Upkeep Cost: 2000 Dragons
    Points: 600

    * * *

    Reach:

    Hightower Axemen (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Reach. 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.

    Reachman Lancers
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: Knights from the home of Chivalry, these men are highly skilled knights. If fighting in the Reach, they gain +3 to rolls, subject to ratio calculations.

    * * *

    Dorne:

    Guardians of Sunspear (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in Dorne. 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.

    Dornish Raiders
    (all raider types)
    Hire Cost: See Raider units
    Upkeep Cost: See Raider units
    Skill: Skilled Dornish guerillas, 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.

    Dornish Outriders (light cavalry)
    Hire Cost: 10,000 Dragons
    Upkeep Cost: 1800 Dragons
    Points: 300
    Skill: The fastest riders available: young, fit horses and no armour or baggage. These horsemen get +3 scout rolls. This bonus only applies to the destination the Outriders are specifically scouting.

    * * *

    Stormlands:

    Bronzegate Axemen (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Stormlands. 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.

    Stormlander Knights
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: If fighting in the Stormlands, they gain +2 to rolls, subject to ratio calculations.

    Marcher Longbowmen:
    Hire Cost: 7500 Dragons
    Upkeep Cost: 2000 Dragons
    Points: 600
    * * *

    Crownlands:

    Capital Militia (light infantry)
    Size: 500 men
    Cost: 5000 Dragons
    Upkeep: 1000 Dragons
    Points: 500

    Crownlander Knights
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: If fighting in the Crownlands, they gain +2 to rolls, subject to ratio calculations.

    Kingswood Gamekeepers (archers)
    Hire Cost: 5000 Dragons
    Upkeep Cost: 2000 Dragons
    Points: 300
    Skill: Veteran woodsmen. If these men comprise at least 2.5% of a marching army, the movement pentalty for moving through forest tiles can be ignored. They may fight in the battle line as archers.

    * * *

    Riverlands:

    Ringmail Greycloaks (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Riverlands. 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.

    Seagard Watchmen (light infantry)
    Cost: 5000 Dragons
    Upkeep: 1000 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), 5% of the province levy can be mobilised to aid the defence.

    Knights of the Riverlands
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: If fighting in the Riverlands, they gain +2 to rolls, subject to ratio calculations.

    * * *

    Vale of Arryn:

    Knights of the Bloody Gate (elite infantry)
    Cost: 12,000 Dragons
    Upkeep: 2500 Dragons
    Points: 900
    Skill: These troops gain +3 to battle rolls if fighting in the Vale. 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.

    Knights of the Vale
    (elite cavalry)
    Size: 200 men
    Hire Cost: 14,000 Dragons
    Upkeep Cost: 3000 Dragons
    Points: 700
    Skill: If fighting in the Vale, they gain +2 to rolls, subject to ratio calculations.

    Falconguard (polearms)
    Hire Cost: 8000 Dragons
    Upkeep Cost: 2000 Dragons
    Points: 450
    Skill: +2 to the pike walls rolls against cavalry if uncommitted to battle.

    * * *

    Northern Swordsmen (elite infantry)
    Cost: 12,000 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 Cavalry
    (light cavalry)
    Hire Cost: 8,000 Dragons
    Upkeep Cost: 1500 Dragons
    Points: 300
    Skill: Cheaper in upkeep than standard mercenary light cavalry.

    Northern Herders (light infantry)
    Hire Cost: 5000 Dragons
    Upkeep Cost: 2000 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: 12,000 Dragons
    Upkeep: 2500 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.

    Siege Units

    Mantlets:
    Hire Cost: 5000 Dragons (placeholder)
    Upkeep Cost: 1500 Dragons (placeholder)
    Points: 500 (placeholder)
    - Can be deployed in both land and siege battles.
    - In both battles, each mantlet will grant a -1 to al archery rolls by the opposing sides.

    Ballista:
    Hire Cost: 12,000 Dragons (placeholder)
    Upkeep Cost: 4,000 Dragons (placeholder)
    Points: 600
    - Can only be deployed in land battles.
    - In land battles, they will be counted as “archers”

    Catapult:
    Hire Cost: 6,000 Dragons
    Upkeep Cost: 2,000 Dragons
    Points: 300
    - Can be deployed in both land and siege battles.
    - In land battles, they will be counted as “archers”
    - In siege battles, the besieger will gain a +1 to attack rolls per catapult that is present.

    Trebuchet:
    Hire Cost: 12,000 Dragons
    Upkeep Cost: 4,000 Dragons
    Points: 300
    - Can only be deployed in sieges.
    - In siege battles, the besieger will gain a +2 to attack rolls per trebuchet that is present.

    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


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

    Standard Ships:

    Levy Ship: 5 point
    Can sail in rivers

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

    AOR Ships:

    Lannister Carrack: 80 points
    Oldtown War Galley: 80 points
    Dornish Dromond: 80 points
    Can sail in rivers.
    Stormbreaker Ships: 80 points
    Narrow Sea Galleon: 80 points
    Riverrun Riverboat: 80 points
    Can sail in rivers
    Sisterton Pirate Ships: 80 points
    White Harbour Warship: 80 points
    Ironborn Warship: 80 points
    Can sail in rivers

    Standard Ships:

    Levy Ships
    Points Cost: 100 naval points per squadron (20 ships)
    Recruitment Cost: 10,000 per squadron
    Upkeep: 2,000 per squadron
    Abilities: Can sail up rivers

    Dromonds
    Points Cost: 300 naval points per squadron (10 ships)
    Recruitment Cost: 30,000 per squadron
    Upkeep: 6,000 per squadron
    Abilities: Can sail up rivers

    Heavy Galleys
    Points Cost: 500 naval points per squadron (10 ships)
    Recruitment Cost: 50,000 per squadron
    Upkeep: 10,000 per squadron
    Abilities: If these ships make up at least 25% of the points on a specific flank, a +1 to the battle roll shall be given, which shall be Rped as added firepower provided by these warships.

    Grand Warships
    Points Cost: 500 naval points per squadron (5 ships)
    Recruitment Cost: 100,000 per squadron
    Upkeep: 20,000 per squadron
    Abilities: If these ships make up at least 10% of the points on a specific flank, a +5 to the battle roll shall be given, which shall be Rped as added firepower provided by these warships.

    AOR Ships:

    Westerlands Carrack
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Reachmen War Galley
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: If these ships make up at least 20% of the points on a specific flank, a +4 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Dornish Dromond:
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can sail in rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Stormlands Stormbreaker
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Narrow Sea Galleon
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them..

    Riverlands Riverboat
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Ironborn Longship
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them. Can move across land at 50% movement speed. In addition, a maximum of 5 hexes per 24 hours. (Therefore, if your over-land journey is more than 5 hexes, it'll take at least 24 hours anyway)

    Northern Heavy Galley
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.

    Valemen Holks
    Points Cost: 400 naval points per squadron (5 ships)
    Recruitment Cost: 75,000 per squadron
    Upkeep: 15,000 per squadron
    Abilities: If these ships make up at least 20% of the points on a specific flank, a +4 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.


    - 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.
    Last edited by Poach; December 17, 2015 at 05:01 PM.
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  2. #2
    Poach's Avatar Civitate
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    Default Re: The Barracks Thread

    House Merlyn:

    3x Hearth Warriors
    - 36,000 Hire cost
    - 7,500 upkeep cost
    - 2,700 points

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

    3 Hearth warrior
    900 men
    2'700 points
    36'000
    Last edited by The Mad Skylord; December 17, 2015 at 10:07 AM.

  4. #4
    Narf's Avatar Reach for the Stars.
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    Default Re: The Barracks Thread

    The Stonetree Sentinels
    18 Ironborn Hearth Warriors(Which I'll RP as 9 if the mods allow.)
    Cost: 720
    Upkeep: 162

  5. #5
    Dirty Chai's Avatar Dux Limitis
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    Default Re: The Barracks Thread

    3x bands of Hearth Warriors
    Cost: 34,000
    Upkeep: 7,500
    Points: 2700
    Men: 900

    Total cost this year: 41,500

  6. #6
    jacb547's Avatar Primicerius
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    Default Re: The Barracks Thread

    House Farwynd of the Lonely Light:
    3x Ironborn Raider Infantry (900 points and 24.000 cost)
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

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

    Points cap is 3000 Skylord.

  8. #8

    Default Re: The Barracks Thread

    3x Hearth Warriors
    - 36,000 Hire cost
    - 7,500 upkeep cost
    - 2,700 points

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  9. #9
    Narf's Avatar Reach for the Stars.
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    Default Re: The Barracks Thread

    30 Heavy Galleys Militia
    Points: 1500
    Cost: 3000

    3x Hearth Warriors
    - 36,000 Hire cost
    - 7,500 upkeep cost
    - 2,700 points

  10. #10

    Default Re: The Barracks Thread

    Greyjoy Hires:

    2 Units Hearth Warriors

    -24,000
    1800 points
    -5,000 upkeep

    1 Unit Longbowmen

    -7500
    -450 points
    -2000 upkeep
    Last edited by Pontifex Maximus; December 18, 2015 at 02:06 PM.

  11. #11
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: The Barracks Thread

    Goodbrother hires:

    2 Units of Hearth Warriors

    -24,000
    1800 points
    -5,000 upkeep

    1 Unit of Crossbowmen

    -7500
    450 points
    -2000 upkeep
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