Combat

Combat
  In relics of an Empire, leaders clash on the battlefield from time to time.  Each round you will be able to assemble armies and command them to do battle.
  All units that are not assigned are considered in reserve and will take no action from there.  To assemble armies you must create waves.  Waves consist of one to three units.  Then once waves are created, you can group 1 to 3 waves into an army.  Then armies can be ordered to take the following actions; Confront, Garrison, Patrol, Raid, or Siege.   We will now get into what each of these do.

*An important note.  The map and your location on it, does not limit where you can attack.

Confront – The command sends the army to another province to take out patrols, before they interfere with your other armies.  Confront attacks any army in a province of your choice on patrol.  They gain +1 to total army strength for each wave.  

Garrison – You order your army to protect the fort from siege actions.  The army gain +2 strength per wave, up to a maximum of the forts health.

Patrol – You command your army to defend the realm from any invasion.  Interrupts invading armies in the following order; Confront, Raid, Siege.  Armies on patrol gain +2 per wave against Raids and Siege, to a maximum bonus of the people’s moral.

Raid – You send your army to steal and pillage. 

Siege – Your army is sent to inflict damage against a fort in another Province.

Once armies are sent out, each army’s strength will be calculated from advantages below.
·         Each full wave in the army (+1)
·         All units in a wave have a at least one different tag (+1)
·         Some specific tags grant bonus in given situations.  (+varies)
·         Most common tag in the army (+1 each to a max of 5)
·         Spending an investment, (+peoples moral or leaders fury, depending on which spent the investment.)




Results and Effects
Severe Loss
Slight Loss
Neutral Outcome
Slight Victory
Severe Victory

Confront

Patrol is unaffected and Confronting army suffers 1 wounds for each wave and its people suffer a loss of moral.

Patrol cannot stop any more units this Act.  Each wave of confronting army suffers 1 wound.

Patrol cannot stop any more units this Act

Patrol is stopped, as well suffers a wound to one unit in the army.

Patrol cannot stop any more units this Act, and in each wave of the Patrol a single unit suffers a wound*.

Garrison

Suffer one wound to each of your waves in the garrison and lose one moral.

Suffer one wound.

No effect

Inflict one wound per wave of Garrison, to a max of forts health.

Inflict one wound to each of the enemy’s waves and inflict one moral damage to their people.

Patrol

Suffer one wound from each wave, as well as one moral.

Suffer one wound.

No effect

Prevent unit from further action.

Prevent unit from further action.  As well inflict one wound on each wave.

Raid

Suffer one wound from each wave.

Suffer one wound.

No effect

Inflict one damage to enemies moral and steal one resource type, to a max of waves.

Inflict one damage to enemies moral and steal two resource types, to a max of waves.

Siege

Suffer one wound to each wave.

No effect

No effect

Province loses half of harvest.

Province loses half of harvest and leader may not spend any resources other than gold and or mana in their actions. Inflict one damage to the fort.




*As a note, if a unit is wounded it dies, unless other abilities change this.


 
Unit tags


Advanced Specimen – If patrolling and enemy out numbers the units in your army, inflict one wound before the battle starts.

Angel – If Slain, provides owner with one of each resource.

Archery – Basic

Beast - You may sacrifice this unit to gain 3 food.

Brute – Extra +1 For each wave having a unit with this tag when Confronting. 

Calvary – If half or more units in army have this tag, grant +1 to patrol actions.  If all units possess this tag increase bonus to +2.

Cultist – You may sacrifice this unit for 3 mana.

Dammed - If wounded, owner may spend a mana to regen.  Cannot be bought as a mercenary.

Dire - May only be added to a unit with the Beast tag.  When involved in combat that results for at least one wound to the enemy, you may add dire to another unit in the army or add a new unit with the beast tag.

Infantry – Basic

Ooze – This unit cannot gain other tags

Stealth – If all units in an army have this tag, then its actions are shrouded. 

Swarm – When wound, increased odds of survival.

Superior Arms – If a unit suffers a wound with this tag, 20% chance to avoid it. 

Warmachine – Gain +1 for each of these tags when unit is part of a siege action.