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.
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.