Topic 2: Designing Units and Ships:
Topic 2: Table of Contents:
2B: Unit Stats Review
2C: Designing your Units
2D: Determine Recruit/Build Cost
2E: Ships in the game and how they work
2G: Transporting Troops
Each player who starts a kingdom, must also create five different unit designs to be used by that kingdom. All five design slots must be used. Also each kingdom must have at least one land unit. Only land Units (Troops) Ships and Flyers can be made with Design Points since the following units are created by the players whereas Mage and Priest have the same base stat line for every kingdom, and Heroes have a separate Creation rule set all together.
Unlocking Unit Statistics
Once you complete making your Units and Hero Send them to The Admin (Voltek) Before The Game Begins, Units from opposing Kingdoms and your own are secrets at the beginning of the Game slowly as the game goes on you will learn of the forces of your enemy, There units stats will be posted as you battle them so if you attack a castle with enemy Crossbowmen you will Unlock their DF and you will know the number for the remainder of the game. Scouts Unlock the stats of all units that are Detected by the Scout Detect ability, but I will go into that further in Topic 3: Special Units.
Each kingdom has 100 "Design Points" to spend on these unit designs.
If your playing JUST as a hero and not running the kingdom you can skip this rules topic (you may want to reference the ship movement in here under (2E) however). Rules for designing heroes are under Topic 4: Heroes.
Unit Stats Review: (2B)
There are four main types of units in the game, Land units, Ships, Special units, and Heroes. All use the same basic four stats shown below with the exception of Ships.
AP: Attack on Plains, this represents the units ability to attack while out in the open fields or forests which dominate most of the territories.
DP: Defend on Plains; this represents the unit’s ability to defend while in the open fields or forests. This assumes they have had some time to possibly lay some traps or ambushes and find the most defensible locations.
AF: Attack Fortifications, this represents the units ability to attack in tight area's or highly defensive area's such as forts or walls.
DF: Defend Fortifications; this represents the unit’s ability to defend tight areas or highly defensive areas such as forts or walls. This assumes they prepare defenses.
Instead of the four stats described above, Ships and Flyers have 3 stats:
A: How powerful they are on attack. Water units may not attack land units.
D: How powerful they are on defense. Land units may not attack water units. (Directly)
Carry: Each ship has a carry amount. This represents how many troops it can carry. Flyers can also Carry but not as much as ships so they also retain this Stat. For more information on how ships and carrying works look at Topic 2: Designing Units and Ships.
Two additional stats used by all units are:
Move: This represents how many territories the unit can cross through during one turn.
Recruit (Build): This represents how many resource points (RP's) it takes to hire/recruit this unit. For ships this is called Build instead.
Designing your Units: (2C)
As was said earlier you have 5 "Design Slots" that are required to be filled for any player starting a kingdom. You have 100 Design Points that you can use to create the units that fill these design slots. To create a unit you pay design points to "purchase" the stats of each unit Design and then name that unit. You must have at least 1 land unit designed.
If you dont want to design your own units pre-mades can be found here The Barracks
Design point cost to increase a unit stat:
Move: 3 points for move 1-2, 5 points for move 3. (max move is 3) This is cumulative so for move 3 the total cost is 11 points, and move 2 costs 6 points.
Carry: 2 per 10 points carried.
Move: 4 points for move 1-2.
Carry: 2 per 5 points carried.
Move: 4 points for move 1-5.
You have 100 points total to spend and you MUST spend these points across 5 unit builds. You cannot have only 4 or 3 units for your side, you must use all 5 unit build slots.
-You must spend a minimum of 7 points into each unit build.
-You can spend a maximum of 40 points into each unit build.
-You must have a minimum of 1 in each stat. (0 Carry is allowed)
-You can have a maximum of 10 in each stat.
-You can have a maximum of 3 in movement. (2 for Ships 5 for Flyers)
-You can have a maximum of 6 in carry. (0 Carry is allowed)
-For every 3 points you put into a Stat (AP, DP, AF, DF,A,D), you must have at least 1 point into one other stat. So AP 4-6 would require an AF of 2 for example or DF 4-6 would require AP DP or AF at 2, and for Ships if you had A 6 you would have to have D 2
-You cannot hold over Design Points. If you don't spend them, they are lost.
* A few points to consider when deciding on a units movement. Units with move 2 or 3 can do special "Blitz" attacks where they can capture more then 1 territory during a turn. This will be described more in Topic 7: Combat in detail. This is a very nice advantage, especially early in the game.
Units with movement 2 or 3 are slowed down by forests and rivers and may not be able to use their full movement during a turn. This is described in more detail in Topic 1: The Basic Game Rules, under 1J: Terrain Features.
Determine Recruit/Build Cost: (2D)
So, once you've designed all of your units you need to determine what their recruit cost/build will be during the game. The charts below is how you determine this. Just determine how many Design Points you spent into them and it will tell you what the recruit value will be.
FOR LAND UNITS
Any unit with 7 - 11 design points spent has a Cost RP 1
Any unit with 12 - 20 design points spent has a Cost RP 2
Any unit with 21 - 30 design points spent has a Cost RP 3
Any unit with 31 - 40 design points spent has a Cost RP 4
FOR SHIP AND FLYER UNITS
Divide the Ships total Design Points in half to get the price of the Ship.
Meaning If I spend 20 DP to build my Ship it will cost 10 RPs
Ships in the game and how they work: (2E)
Ships are a very important part of the game, they allow some very strategic movement of your land units and can help to move your armies around heavily defended territories to attack unprepared territories. Ships are also very useful for defending your harbors against other ships.
To build a ship you need to first control a dock. For more information on docks you can see Topic 5: Castle and Territory Upgrades.
Once you have a dock you can start building ships. They unfortunately are not built in short periods of time however. You can only build 2 ships per dock at any one time and some take more then 1 turn to build. Below is their build time related to their build cost:
- Build cost of 1-10 = can be built in 1 turn (same turn)
- Build cost of 11-20 = can be built in 2 Turns (The turn after the next)
* If you lose control of a dock while in the middle of building a ship you lose the ship.
*If the ship takes more than 1 turn to build you pay for it on the turn you "commission" it.
* ON THE MAP ONE SHIP ICON COULD REPRESENT ANYWHERE FROM 1-10 SHIPS
* Additionally you may notice that groups in a PUBLIC alliance can "Sell" ships to another allied kingdom. The number of ships you can sell at a maximum is two individual ships. So you can sell them both at once, or one at one time and another later. Regardless, no more then 2 total ships.
Movement on the map:
When a ship moves, if it gets caught in combat it completes it's move in that water area. Ships cannot "blitz".
A ship losing combat that isn't destroyed will retreat to an adjacent unoccupied or even better, friendly occupied territory if possible. If this is not possible it is destroyed. This Ship will be Weakened and will have a -% by how much it lost by in its next fight.
Another interesting point is how ships and rivers work out together. For reference on this I will include a portion of the map:
Ships can move up and down rivers to get to the inland lakes, but it Costs a ships FULL movement to move down or up a river.
The river sides are not considered beaches. You cannot build docks into the river nor can you load or unload troops at a river edge.
Flyers are an interesting Tactical option in the game they have many uses the main being the ability of flight so that you may fly over an enemies defensive territory and strike a presumed safe territory of theirs. Not everyone will have flyers necessarily so if your Kingdom didn't design a Flyer Unit you will not have access to the Aviary and may skip this section and go on to schooners below. If you did design a Flyer unit then the stats above have already been determined by you when you created the unit.
To build a Flyer you need to first control a Aviary. For more information on Aviaries you can see Topic 5: Castle and Territory Upgrades.
Once you have a Aviary you can start building Flyers, though All Flyers require only a Turn to be built they do not work like ships in this aspect.
Flyers in combat:
Units with Flight will only use there Attack or Defense stats no matter where they are attacking; units without Flight will use the stats they would normally use. So if attacking a fortification the defenders will use DF stats but the Flight unit will use it’s A stat.
When Attacking or Defending on land units with Flight have a 5x multiplier for battle. So with an A3 it turns into A15 for the attack or with D5 it becomes a D25. A=AP and AF and D=DP and DF for land battles.
Flyers can fly over enemy territories with no restriction unless another Flyer Unit is there; this unit will intercept and Start combat. This combat is against all units in the territory (so land units or ships if its on a sea zone included). If the attacker (Flyer) loses it will retreat to the nearest friendly ADJACENT territory as any unit would. If the defender (Interceptor) loses it will retreat to the same territory it is in and the Attacker will continue on to its target.
If a unit with Flight takes part in a battle and loses it will retreat as normal units to the closes adjacent friendly territory. If it can not make it then it is considered dead.
Units with flight can attack units at sea using there normal stats for Sea battles.
Forest give units with Flight a -2 to both Attack and Defense (down to a minimum 1 and before the Multiplier) when taking part in wooded areas under the same restrictions as Forest have in combat normally for land units.
Movement on the map:
Units with Flight are not affected by terrain features when movement is considered so rivers, deserts, and forest have no effect. Roads also have no effect. Walls, castles, and Forts also do not restrict flight. Mountains however do restrict flight.
If a unit with flight can not end it's turn in a friendly territory (your own) it dies as it is shot down by the enemy so do not leave your flyer in enemy territory thinking it can defend itself.
Some flight units can transport other units. These units carried die if the flyer is killed the same as a ship. When landing to have the troops attack, the flight unit can not use its combat stats in the battle. The land units also can not retreat as the flying unit will depart as soon as the units have left it to the sky. Heroes, Mages, Priest, and Scouts can be carried at the cost of 1RP worth of transport. A Flyer that can transport can carry Troops when being carried itself by a ship or even being carried by another flyer.
Movement by Sea:
Movement is not hindered at sea. But a flyer must land on a friendly territory. A flying unit can land on a ship that has the "carry" ability but only if it has room. Each flyer is considered to take up 5RP worth of space on the ship. If a flyer is on a ship and the ship is engaged in battle they will scramble to combat using the stats that the ship would be using (A or D).
Transporting Troops: (2G)
Transporting is an important part of ships and so I'll describe it on it's own. When you build a ship it has a carry value in some increment of 10, Whereas Flyers carry in increments of 5. This is how many RP's worth of troops the ship/flyer can carry up to. Catapults count as an RP value of 5 but Healers, Wizards, and Scouts only count as an RP value of 1 and Heroes don't count against this RP value so you can carry as many of them as you'd like on one ship (even if that ship doesn't have transport capacity normally) The same goes for Schooners so a schooner could have 3 scouts and 2 Wizards and a Hero on it.
To transport units, they must first be "Loaded" onto your ship/flyer. To load a unit it must be in a territory connected to a water area (with the ship in it your trying to load onto) by a fair amount of beach. The unit must also have at least 1 movement point available to move onto the ship. From there, during the same turn the ship may move up to it's maximum movement across the water. Then unload the troops onto another territory with a connecting beach to the water your unloading from. This unloading happens for free and doesn't require any movement points from the units or the ship. However, any units unloaded may do no other moves that turn.
You don't HAVE to unload troops, they can stay on the ship as long as they want.
A few other things to note. When you unload, the ship must stop it's turn in that water area it unloads from. Even if it has leftover movement it cannot move further after unloading. Also if your ship is in combat in the water then you can't unload that turn. The combat ties up the ship while it fights to stay alive and there is no longer sufficient time to unload.
Units with flight can attack units at sea. A flying unit can land on a ship that has the "carry" ability but only if it has room. Each flyer is considered to take up 5RP worth of space on the ship also any units being Carried by the flyer count as being carried by the ship when totaling how much can fit on the ship. If a flyer is on a ship and the ship is engaged in battle they will scramble to combat using the stats that the ship would be using (A or D). Flyers that unload from ships can continue moving via Flight rules up to their Movement deducting how far the ship/flyer has already moved. Examples
+Ship has Carry 20 Is Carrying 10 RP 1 Units, 1 Flyer and the flyer is carrying 2 RP 2 Units with Priest, meaning the ship is full with 20. The Ship has movement 3 and the Flyer has movement 4, the Ship moves twice and the Flyer unloads flying 2 more spaces (4 total) and ending its movement in an attack.
+Flyer has 4 Movement and is loaded with 10 RPs of Units It Flys 3 Spaces to land on a ship, that ship has Carry 20 and 0 Units aboard they load (15 units now aboard the ship) the Ship with move 2 may only move 1 however because the flyer has move 4 and already moved three times.
+Flyer has 2 Movement and is loaded with a Hero and 15 RP 1 units, it flys to a Ship with Carry 10 2 Territories away, the Flyer is killed and the Hero dies with it as the ship cannot contain 15 RP's in units.
Flyers follow all the transport rules above, However they move on Land and on Water (however cannot end movement over water) When they drop units they must also stop their movement. Another difference is that a Flyer can attack a Territory with its loaded men. The men Unload in the enemy Territory Attacked, but the Flyer cannot use its statistics to add to the fight.
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The Rules of Castles (Read Topic 0 First)