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Thread: 2.4: Levy Changes & Scouting/Detection

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  1. #1
    Dirty Chai's Avatar Dux Limitis
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    Default 2.4: Levy Changes & Scouting/Detection

    Changes proposed:
    - Levies are now based on shires/counties, and are 500 men on a 10 out of d10.
    - Added consistent modifiers for how we roll levy musters (rebels are really disadvantaged)
    - Nerfs/restrictions to levies include: 7 RL day raise limit, physical presence requirement, and levies cannot be used invade other countries or cross seas
    - Scouting is now on a shire/county basis
    - Passive army detection rules
    - Rules for getting past passive army detection (thus a surprise attack)

    Levying Troops
    Levies Each shire/county can yield a total of 500 men (400 being Militia Archers, 100 being Militia Footmen; 80% archers, 20% infantry). Roll d10. Result equals percentage of men levied.A roll after modifiers going below 0 (such as rolling a 5 and taking a -10 modifier) results in no troops being levied, and likewise a roll over 10 will actually get you more than 500 men (such as 11 getting you 550 men). Each man raised from a levy costs £2 in upkeep each year (thus a 500 man levy costs £2,500 a year).

    If two or more parties attempt to muster the same levy within the same 24 hours, then divide the forces between them based on the difference between their two roll results. If 24 hours has passed since the first levy muster was attempted, then the second is futile and will not contest more troops, UNLESS the first levy muster summoned less than 500 men; if it summoned less than 500 men, then successive parties are free to try and muster those remaining men.

    It takes 6 hours for a levy to muster, in the province of that shire/county you state; from there and after those 6 hours they can move elsewhere.

    If you’re not the king, you must be physically in the shire you’re trying to levy and be able to linger there for the 5 hours it takes to muster the levy.

    Levies will not stay raised for more than a year, thus you can only pay one year of upkeep. If raised on one day in a week, they will disband on the same day the next week.

    Lastly, levies will not cross oceans or invade Scotland.

    Modifiers include:

    • -10 if the individual is not the king, his marshal, his constable, his son, or someone else that can be reasonably considered an extension of the king, or has royal writ (can’t be falsified)
    • +5 if the individual should be king by any law the English have used before (agnatic, agnatic-cognatic, etc. such as Richard of York against Henry VI)
    • +5 if the individual (if not an extension of the king) claims to be supporting or defending the king (as soon as it becomes clear that he isn’t, the men gained from this modifier will immediately desert or switch sides if facing a royal force)
    • +8 if shire/county is being invaded or neighbor to a shire/county being invaded (from Scotland, Ireland, or France); any troops gained from this modifier must be used against invaders as they will not fight Englishmen
    • +1 for every lordship you hold in the shire/county
    • +1 for every Charisma +1 (from both Temperaments & Skills)


    Regions that can be levied:
    - All shires in England
    - All shires in Wales
    - The Pale region in Ireland
    Urban Militias All cities have a permanent garrison of 300 men (10% Yeomen Archers, 20% Yeomen Footmen, 20% Militia Archers, 50% Militia Footmen) will never leave the city. They also have an offensive militia of 100 men, with the same composition as the garrison (10 Yeomen Archers, 20 Yeomen Footmen, 20 Militia Archers, 50 Militia Footmen).

    A roll (ranged 1 to 3) determines a percentage (10-30%) of the offensive militia that can be raised from a given location for your army. You have to be in the shire/county the city is in to request this militia to be raised.

    Modifiers include (yes, these allow the percentage to go over 30%)

    • +5 if king (the pre-existing one if civil war)

    List of urban militias
    Bristol, Somersetshire
    Bath, Somersetshire
    Canterbury, Kent
    Chichester, Sussex
    Chester, Cheshire
    Colchester, Essex
    Coventry, Warwickshire
    Durham, Durham
    Ely, Ely
    Exeter, Devonshire
    Gloucester, Gloucestershire
    Hereford, Herefordshire
    Leicester, Leicestershire
    Lincoln, Lincolnshire
    London, Middlesex
    Norwich, Norfolk
    Winchester, Hampshire
    Worcester, Worcestershire
    York, Yorkshire
    Raising Indentured Contracts The King (or someone with explicitly granted access to do so; cannot fake this) may raise armies from the shires/counties (all in Wales and England, but not the Pale in Ireland) via filling indenture contracts, which were army-wide legal agreements between labor organizer and king (or noble) on pay, equipment, and duration of service - they were so named because of the jagged lines with which they were torn into two copies for each party.

    For each shire/county can be raised one indentured army. This is equal to 1000 men, composed of 800 Yeomen Archers and 200 Yeomen Foot. It can be less than this, by designation, but cannot be more.


    • For each man raised, you must pay £2 up front for every year you wish to keep them raised; after that designated number of years, no matter who you are, the contract will dissipate and must either be instantly renewed or the men will go home
    • It will take 48 hours (2 RL days) for the men to muster and enter service as their contract allows; they will appear anywhere in England or Wales that you designate originally, provided they can get there from their shire/county without being blocked by hostile forces
    • Each man then costs £2 in upkeep per year that you keep them raised

    Scouting & Detection
    Scouting - Scouting is done on basis of shires/counties
    - Scouting can only be requested if Cavalry is in the army.
    - You may only scout one shire/county per 50 Cavalry in the army per 24 hours. If, for example, you have 99 Cavalry, you may only scout one shire/county; 100 would allow two.

    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 - The scouts return without 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 1,000 troops is worked by 1,000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1,000 is within that range. For example, 800-1,600 range, or 950-1,750 or even 1,000-1,800.
    Detection Every army has a passive detection range of 2 lordships away (thus 1 hour of movement time away, if in England). By default, the armies become aware of each other as soon as they come into that range.
    If one party wishes to try and slip past this detection range of another army, they must undergo a detection roll. Base chance of doing so is 16/20, modified negatively by the opposing top commander’s scout trait. It’s also -2 for every 200 Cavalry in the opposing army; thus having 1600 cavalry or more in your army will reduce chances of being ambushed down to 0.

    This cannot be done if there has been a scout roll reporting your location with 60% accuracy or more and you have not moved to a different province since.

    If an army attacks another after successfully surpassing this passive detection, the sneak attacking army gets +4 to all rolls as with Surprise Attacks.
    Last edited by Dirty Chai; April 30, 2017 at 04:05 AM.

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