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Post by Linde (x-GM) on Nov 9, 2015 23:08:02 GMT
An updated list of units can be found in the excel battle calculator: Newest version (5.0) - Link added Jun 24th, 2018: www.dropbox.com/s/2np188p73w67b2u/birthright%20battlesystem%20v5.0.xlsx?dl=0
Updated this version: added space for manually modified Morale & HP of units.
Please note that the siege combat page only calculates breaches.
Known issues: 1)Error in pursuit damage assigned when looser have defensive units that died in battle and thus can't take the pursuit. Current solution: manually assign damage when error occurs. Check the formulas when time present itself. Priority: Low
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Post by Linde (x-GM) on Nov 9, 2015 23:14:46 GMT
Detailed rules of units:
Land units: All units are comprised of three main stats: Hits, Morale, and Move.
Hits indicate the number of hits a unit can take before disbanding, morale indicates how likely the unit is to flee and move indicates how many movement points a unit has each war move.
Besides that each unit has a muster cost, an upkeep cost and a mortality number.
The mortality number, along with morale is used in battles to prioritize what unit is assigned hits first.
You can only muster units appropriate to the race of your provinces as noted in the P&H
Naval Units (Ships): Only one type of regular ships are available from the ship is available from the start of the game:
Ship. Move 4, Build cost 10 GB upkeep 0,5 GB. Capacity 2GB worth of Units measured in upkeep or 2GB worth of goods. Health 2 HP
Unit type: There are two basic types of units that a domain can acquire: Regular & Levy/Leidang
Regular: Units acquired with Muster Unit or Commission Ship.
Levy: Units acquired with the Raise Levy action.
Levied units, including leidang are comprised mostly of civilians who expect to return to their civilian life once war is over. Maintaining large numbers of levied units in times of peace may be seen as tyrannical, and may lead to negative events.
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Post by Linde (x-GM) on Nov 9, 2015 23:16:22 GMT
Conducting wars and battles: Movement: Each unit has a movement allowance that allows it is allowed to spend each war move. Movement into a province is dependent on the terrain of the province you are entering. To take advantage of a road during movement, both the province you exit and the province you enter must be joined together by a road. To enter a province you have to have at least the amount of movement left that the move cost. Exception: If you only move one area during a war move, you can complete the move if you have at least 1 movement. So a unit with move 5 can move through 2 provinces requiring 2 movement each, but not into the third province requiring 2 or more. But the same unit could also move into a single province requiring 6 or more movement, so long as it is the first and only move, that the unit make that war move.Movement is conducted one war move at a time, and the player who has the initiative is considered to be the attacker for the purpose of battles. Units are moved one at the time or in stacks if they have the same start and end location. If at any point during movement your unit(s) enter a province with an enemy unit, not hiding in a fortification, your unit(s) in that province have to stop movement and declare an attack. You must complete all of your movement before resolving any attacks. Battles: Once all movement is over, any battles are resolved in random order. Battles are resolved one day at a time, and each day consist of up to 3 rounds of combat. If a day of combat doesn't resolve in one of the sides morale breaking, and neither the attacker or defender wish to retreat, then a second day of combat will commence, and so on and so forth. A day of battle start by the attacker and defender each choose a battle plan. Choices are made from the following tables: Attacker Chits | Assault | Escalated Assault | Outflank | Echelon | Probe |
Defender Chits | Counter Attack | Escalated Counter Attack | Outflank | Cordon | Withdraw | Defend |
The impact of choosing one strategy over another can be seen in the tables in the battle calculator. Please Note: It can be hard to read from the calculator, but Withdraw and Outflank are the hardest battle plans to execute flawlessly. As such a lvl 8 character with intelligence 14 proficient in warfare will have as little as 50% chance of a withdrawing successfully or making a flawless execution of an Outflank maneuver. The respective choice of strategy compared to the terrain of the province, is then modified for fortifications , the commanders warfare abilities and applicable traits of the armies to give a modified combat resolution table and dice modifiers. The bonuses granted doesn't change for the duration of the battle. So if you have archers with you and they grant you a bonus, they will grant you bonus for all 3 rounds of battle regardless of actually being broken or dying before the end of round 3. Likewise your commander stats aren't recalculated to reflect losses during battles.Then the first round of the combat is resolved by a competitive dice roll with a D6 resulting in an amount of morale damage and hits that each side in the combat take. If the cumulative morale damage taken by either the attacker or defender is higher than the average morale of the units he or she commands at the battle, or if one side take more hits than their units have left, then the battle is over, and the other side wins. The looser is then retreated to the adjacent province nearest his capital city or highest holding. If more than one province is eligible, then to the province of the victors choice. If that province contains enemy troops, then retreat once more following the same rules. If both sides break, then there is no winner, but the attacker retreats by the same rules, but if more than one province is available he retreats after his own choice. If the defender has chosen withdraw and succeeds in escaping battle, or after a battle, one or both sides of the combat choose to leave the field of battle, then they free to enter ANY adjacent province not containing enemy troops, If the unit is surrounded it is retreated by the same rules, as if it had lost the combat. If there is only one province available for retreat (for instance if the battle takes place in the province of Alba) And both sides of the combat try to leave the field of battle, then it is the defenders choice of who gets to leave and who may stay. In the unlikely event that no retreat is possible then the unit trying to retreat is disbanded. For the ease of administration, any time a battle commence and there is no order for strategy or retreat in the domain order, the GM will choose a random strategy and randomly retreat units. (A valid strategy choice in your domain order to catch all, can be: If attacked then choose anything but withdraw and outflank)
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Post by Linde (x-GM) on Nov 12, 2015 9:31:25 GMT
Leader casualties:
During each day of combat the commanding officers loose HP based on how well they fared and how experienced the enemy commander is. The lost HP are subtracted from the commanding officers current HP, and if the number then is less than 0 the commander died in the battle.
The loosing commander take 1/10th of the hits sustained by his troops multiplied with half the enemy commanders level. The winning commander only take 1/20th of the hits sustained by his troops multiplied with half the enemy commanders level. In the case of a tie, both commanders take 1/15th.
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Post by Linde (x-GM) on Nov 13, 2015 10:05:12 GMT
Naval movement and warfare
Ships There is only one type of regular ship available in this campaign:(Others may be researched and introduced later, but that is a mammoth task for a domain to undertake)
Ship. Move 4, Build cost 10 GB upkeep 0,5 GB. Capacity 2GB worth of Units measured in upkeep or 2GB worth of goods. Health 2 HP
Cost of repair: 2,5GB per HP
Movement of ships.
A ship move during war moves.
Moving from a port to a sea area or from a sea area to a port cost 1 move.
Moving to or from a province without a port cost 2 move.
Ships near the coast of a province without a port, may be attacked as if they were in the sea area.
Moving from a sea area to an adjacent sea area cost 2 move.
For the purpose of movement a major river count as a sea zone regardless of length.
Each move a ship spend is subtracted from any transported units movement allowance that war move.
Troops may be moved longer by ship than their own movement allowance indicate.
Disembarking cost 1 movement for the unit, so if no movement is left, the unit has to wait until next war move.
Each ship that ends a war move at sea (in a sea area with no land in sight) have a 50% risk of taking 1 point of damage and being lost at sea.
Units aboard ships that are lost at sea, lose half their current hits and otherwise suffer the same fate as the ship.
Characters aboard ships that are lost at sea suffer the same fate as the ship.
Ships that enter a sea area with another ship present may end its move and declare an attack.
Ships in an area where another ship try to leave, may declare and interception attempt.
Ships that are lost at sea make a check each war move with a cumulative 10% risk of sinking, and a fixed 10% chance of finding its way back. (So no later than 9 war moves after the ship is lost at sea, it will either have returned or have sunk)
As a result, Albion is rather isolated from other parts of the world.
Naval warfare
The Ships of Albion are not good at naval combat, as a result the risks involved in naval combat are great.
Interception attempts
A ship that attempts to intercept an enemy ship roll 1D6, modified by anything that modifies naval combat resolution rolls. On a roll of 6+ the interception is successful and a Naval Battle follows.
Naval Battle
Each side in the battle tallies their ships and roll 1D6, modified by their total number of ships, and anything that modifies naval combat resolution rolls. The side that rolls the highest win, if both roll the same the combat is a draw.
If you win a naval combat you roll 1D6 for each of your ships. On a roll of 1 it is damaged, on a roll of 5 or 6 an enemy ship is damaged.
Damage is assigned by the owner of the ships, so you can sail along empty ships to protect your units.
A ship can sustain 1 point of damage, the second point of damage sinks the ship.
If you entered a combat with all damaged ships, you might have a situation where you win the combat but all your ships are sunk. If that occurs, you lost the combat and all your ships were sunk.
Units aboard ships that sink are disbanded.
Units aboard ships that are damaged in combat make a morale save (roll 1D6, if the result is equal to, or lower than the morale of the unit, nothing happens. Otherwise the unit loose half its current hits)
Ships on major rivers
While major rivers are big enough for ships to travel up them they are in no way a safe place for ships to be if there are forces on land that wish to hinder their movement
Enemy units on one or both river banks: All units on the banks make a morale check DC 20 -5DC if the unit have Engineer or Bow trait -10DC if the unit have Artillery trait -5DC if units are attacking the ships from both banks
On a successful check one random ship sustains 1 point of damage and any units aboard make morale saves as in Naval Battles.
Each ship may also try to inflict damage to the attacking troops.
A roll is made on table 3-4 for each ship. Hits are allocated to the enemy unit with lowest mortality with a morale higher than the morale damage on the table. Ships with artillery units on board use table 4-4 instead.
Units on ships that are sunk on rivers either drown or surrender GM informs after the fact.
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Post by Linde (x-GM) on Nov 14, 2015 23:16:35 GMT
Muster time: The basic muster time for regular units is 1 domain turn. Levies form in a single war move. Elite units take 2 domain turns to form. They are: Guards & Knights Newly mustered regular units start with 1 xp, elite units start with 3 xp and levies form with xp based on how many times it has been raised since winter.
Rushing units: Rushed regular units start with 0 xp (Instead of the normal 1 xp) and form after 1 war move. Elite units cannot be rushed. Rushed levy are always basic levy with 0 xp, but they form instantly if successful. They count towards an attempt of raising levy for the purpose of special levy.
Elite units: At the time of muster, a regular unit may be raised as elite instead. The effect of doing so: Muster time is increased to 2 domain turns Price of the unit is increased by 50%, the upkeep remains unchanged.
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Post by Linde (x-GM) on Nov 25, 2015 15:18:51 GMT
From turn 3 we are instituting the XP system. All units mustered before turn 3 will have 3 XP. Newly mustered units start with 1 XP Rushing units allow them to be moved the same turn as they are mustered, but they will start with 0 xp
Level | XP | Morale modifier | Movement modifier | Extra traits | Extra Upkeep | Raw | 0 | -0,8 | -1 | 0 | 0 | Green | 1 | -0,5 | 0 | 0 | 0 | Skilled | 3 | 0,0 | 0 | 0 | 0 | Veteran | 6 | 0,2 | 0 | 0 | 0 | Elite | 10 | 0,5 | 1 | 0 | 0,5 | Crack | 15 | 0,7 | 1 | 1 | 0,5 | Legendary | 21 | 1 | 2 | 1 | 1 |
First levy in a year start with 3 xp
second and third levy start with 1 xp All subsequent levies in a year start with 0xp A year start in spring and end in winter, so you can wait until winter and raise skilled levy if you haven't raised the levy before that year, and then raise skilled levy again the following turn in spring.
The improve unit action can be used from turn 3
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Post by Linde (x-GM) on Dec 27, 2015 17:13:50 GMT
A cavalry general give +1drm in EiA. I haven't posted the detailed rules for combat resolution. You can embrace the idea that when units meet on the field of battle the magic of the combat sheet determine a winner, or you can check the formula in the sheet if you want the odds of victory. The rules are a hacked version of Empires in Arms (EiA) The difference lie in unit stats and trait effects.
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Post by Maelgwyn ap Cadwgan (TOG) on Feb 4, 2016 11:04:03 GMT
These Empire In Arms rules, where would one find those?
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Post by X-Nemeth on Feb 4, 2016 11:20:49 GMT
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Post by Linde (x-GM) on Feb 4, 2016 11:30:42 GMT
Please remember that the mass combat rules are based on EiA, they are not carbon copy. The basics are the same with the biggest difference being the units, their traits and how damage is distributed to them. If you're an excel wiz, you can check out the sheet to identify all the differences.
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Post by Linde (x-GM) on Feb 18, 2016 6:39:04 GMT
Does the same apply to ships? I didn't bother to read the rules re: ship XP Yes. Ships gain movement as per the table, but get extra hits instead of extra traits. Since ships doesn't have morale they won't receive bonus/penalty to morale.
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Post by Linde (x-GM) on Feb 18, 2016 8:35:22 GMT
Some people have asked: ”What will it take to upgrade my levy? Is it even possible?” The short answer is: Yes, but it will cost.
The normal levy raised is Militia(skilled) when raised the first time each year, the second time is Levy(skilled) and third and subsequent times are Levy(Green)
To change a base unit in your levy you need to take 10 successful research, train unit, hire help, decree, grant (promotion) actions(2 of each) with DDC depending on the unit and with a base cost equal to the muster cost of the unit minus half the muster cost of any unit you wish to replace.
The order by which the levy is called is: Highest XP units first. And highest muster cost of units if tied for XP If you wish for the unit to have more xp than the unit you replace then add 1GB to the cost of the action per extra XP the unit should have. The maximum XP a levied unit can start with is 6(Veteran). Only a single levy may be veteran.
For instance: Changing your levy(Green) to Light inf(Green) would take 10 actions each with a base cost of 4GB If you wanted the unit to be skilled as well the cost of the 10 actions would increase to 6GB each (4+2xp)
In that example the new levy for the realm would be Light inf(skilled), Militia(skilled), Levy(Skilled)
If you wish to upgrade the xp only without changing the unit type, then one of each action is needed instead of two, and the base cost is twice the XP added.
For instance: Raising the experience level of your Militia(Skilled) to Militia(Veteran) would take 5 actions, each action costing 6GB.
Be wary that the process will spawn events in your realm that you will have to deal with, so the final cost of the change will be higher than just what the actions indicate by themselves.
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Post by Linde (x-GM) on Mar 2, 2016 16:42:32 GMT
I take it leader damage is a "non-issue" for ships, as the leader dies/is captured/incapacitated if the ship he is on is captured or destroyed?
Do fleets need to have a commodore/admiral/regent/lieutenant to effectively lead them or are they ok without them? Characters on boats - regardless of commander status - risk damage and death if the ship is damaged, and risk death or capture if the boat is captured/sunk. Fleets are not in the same kind of trouble as units are if they don't have a commander (all the commander does is add +1 DRM)
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Post by Linde (x-GM) on Mar 11, 2016 22:32:24 GMT
Calling the leidang is possible, but only for province rulers:
1) Levied ships have only 1 hp rather than the normal 2 hp 2) fleets containing levied ships get +1 to intercept other fleets (low is best here, so this is a nerf) 3) fleets containing levied ships get -1 DRM to combat resolution (high is best here, so this is a nerf) 4) Levied ships have -1 movement. 5) Levied ships can be refitted and get a professional crew at the cost of 6GB per ship. Doing so negate the penalties 1-3 but they will always have -1 movement.
The cost for calling the leidang is amended to be: 1 trade holding lvl per 2 ships -1 prosperity per 2 ships -2 GB growth per ship Calling the leidang will generate a negative event if the trade holdings targeted are not the province rulers or bound to the province ruler via royal guild or similar agreement.
The number of ships you can call each leidang is equal your level in Manors or lower if not enough trade holdings are available.
Any ruler with manor holdings in the province can choose to form a leidang when the province ruler calls for it, if they have also prepared the appropriate action. In this case the province ruler always get to raise his leidang first, and then other manor holders get their chance in initiative order, the leidang is raised based on MoS of the individual domains raise leidang actions. so long as there are still trade holdings to destroy.
The leidang can only be called in provinces with a port (all provinces of lvl 4 + considered to have a port)
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