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Post by SouthWestern Traders on Apr 12, 2016 8:08:11 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. In this case the province ruler always get to raise his leidang first, and then other manor holders get their chance in initiative order, 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) If I have support from the manor & province ruler, and a trade holding, may I call Leidang without personally controlling the manor holdings or province?
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Post by Linde (x-GM) on Apr 12, 2016 8:24:17 GMT
You may call the leidang if you have a treaty that allows you to. Ships will then go to the manor rulers who choose to form ships. Unless you have a treaty that allows you to form ships in their place.
The DDC involved in making such a treaty would be very high as it is a complex affair to secure allegiances and "transfer" feudal rights. If you were the province ruler/manor holders vassal, then it would be easier, but probably not something you could take 10 on.
The easiest solution is probably to have the province ruler call the leidang and have the manor holders grant/sell you the ships.
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Post by Maelgwyn ap Cadwgan (TOG) on Oct 15, 2016 14:32:44 GMT
Launching an idea here.
As there are no units with the Elite special in the unit list right now, could we use those rules to represent recruiting better trained units? Basically allowing units to be fielded Skilled but requiring 2 seasons of training.
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Post by Linde (x-GM) on Oct 22, 2016 20:25:52 GMT
That sounds like a good idea,
On another note I updated the link to the battle calculator in the top post to the current version (4.0)
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Post by Maelgwyn ap Cadwgan (TOG) on Nov 29, 2016 18:41:29 GMT
So I can put ∞ amount of summoned units on a ship?
(Edit: I should have formulated my first message better.)
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Post by Linde (x-GM) on Nov 29, 2016 19:55:23 GMT
1) The range of summon army is close, so the caster needs to stay with the units in question. (This means that the caster can only bring with him those units he can fit on the same ship that transports him.)
2) For the purpose of naval transport the upkeep for level 1/2/3 respectively will be 0,5/1/2
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Post by Maelgwyn ap Cadwgan (TOG) on Dec 3, 2016 16:20:52 GMT
When forming a field army in a War Move: Does the field army A) consist of those troops present at the start of the War Move or B) can it consist of those who arrive in that War Move and are thus present at the end of it?
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Post by Linde (x-GM) on Dec 3, 2016 16:22:19 GMT
B
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Post by Linde (x-GM) on Mar 15, 2017 12:06:44 GMT
Clarification on retreats: (Trying to pick up on various talks about retreats and make a post here in the rules that we can all refer to.) 1)When you loose a battle you must retreat. If you are the aggressor you spend your movement from the next war move. 2) You must retreat into the province that is closest to your capital (your capital province is closest if it is adjacent). (Closest capital in an alliance) If more than one such province is available you must retreat to either. 3) If there are enemy units in the province you retreated into you must continue your retreat into the province now closest to your capital(your capital province is closest if it is adjacent), otherwise your retreat ends and you are free to move as you wish in following war moves. 4) Retreating units must roll for forage if they enter a province with enemy units, or a province otherwise not within line of supply. 5) You may not retreat into the same province twice during a chain of retreat, if you are forced to do that your entire army surrenders instead. 6) Retreating across a river allows enemy units in the province you exit to capture or kill a number of units equal to half the number of enemy units, round down minimum 1. (Disregard if you use a friendly controlled bridge) 7) If there is an uninvested castle or other available fortifications in the province you retreat from you may retreat some or all of your units (up to capacity of the fortifications) into those fortifications before continuing retreat as normal with the rest of your units.
Example: Camelot retreats from Deira into Elmet with 5 units, Bayard have 5 units in Deira. 2 of Camelots units are cut off at the major river and captured/killed - Bayards choice. Upon reaching Elmet there are enemy forces from Mercia. So Camelots 3 remaining units forage and are forced to continue retreat to Camelot. If camelot was under enemy control and the fortifications invested, then the army would retreat to any province Adjacent to camelot(Except for Elmet), but if that province also had enemy units then the army would be forced to surrender as pt. 3 (and 2) state retreat must now be into Camelot, but pt 5 state the army must surrender as you have already retreated through Camelot.
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Post by Linde (x-GM) on Apr 1, 2017 19:52:25 GMT
I do not see any penalty for crossing a (major) river into an enemy army, is it A: assumed impossible, B: no problem at all or C:Oh it is simply this hard. There hasn't been instituted a fixed penalty for crossing a river. Depending on situation it could be no problem or incur a penalty ranging from morale penalty or damage taken pre combat to granting other advantages to the defenders.
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Post by Linde (x-GM) on Apr 1, 2017 20:58:48 GMT
That is nice, btw do terrain and i assume a castle along the river provides its defensive modifier against the attacks from ships? It would make sense. In what ways do you mean?
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Post by Linde (x-GM) on Apr 1, 2017 21:01:41 GMT
Clearing out in the questions and suggestions in this thread, anything left above this post is considered approved rules.
Current things that are being contemplated:
1: Lowering damage in field combats to half - possibly doubling commander damage to outweigh as it is directly derived from damage in the field combat.
Last thing implemented:
No penalty for retreating across a river if you control a major bridge you can use to cross it.
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Post by Mercia(andreas) on Apr 1, 2017 21:49:13 GMT
That is nice, btw do terrain and i assume a castle along the river provides its defensive modifier against the attacks from ships? It would make sense. In what ways do you mean? You write that ships and ships with artillery can attack people along the river with table 3-4 and 4-4, these tables i assume will be modified by defensive feature on the coast.
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Post by Linde (x-GM) on Apr 1, 2017 22:56:40 GMT
In what ways do you mean? You write that ships and ships with artillery can attack people along the river with table 3-4 and 4-4, these tables i assume will be modified by defensive feature on the coast. No. Units that hide in defensive positions cannot attack the ships. Ships can only retaliate in river combat. Fortifications work as normal against raids.
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Post by King Oden Sleibhin of Dumonia on Apr 2, 2017 20:51:38 GMT
Does any of this change if it were a minor river vs. a major river?
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