Post by Linde (x-GM) on Nov 14, 2015 11:40:03 GMT
Castles and fortifications protect your holdings from being suppressed pillaged or razed. Furthermore a castle protect province levels from being pillaged or razed.
A holding can only be protected by one fort and one castle.
Fortifications and a castle stack for the purpose of protecting holdings from being suppressed pillaged or razed.
In addition, you get bonus to your combat in a province where you own and control a castle that hasn't been neutralized.
Castles can be neutralized before field combat. The units neutralizing the castle is then unavailable for the battle.
Fortifications can be neutralized via active or passive siege.
Garrisons in a castle may force a sortie (Breach combat where the garrison act as attackers) prior to any field combat, this can be done in attempts to restore castle bonus to the field combat in question.
Investing a fortification:(Passive Siege)
Castles are neutralized by assigning a number of units equal to or greater than castle level * 2 + defending Units to invest it.
Forts only require a number of units equal to fort level + defending units to be invested.
If the fortification is on garrison status the bonus from the fortification is halved and a castle thus only need a number of units equal to castle level + defending units to be invested.
Investing a fortifications is a safer option than an active siege as you are then out of range of defending artillery.
When conducting a passive siege the fortification loose one effective level for each full turn of uninterrupted siege. Castles in coastal provinces need to be blockaded by see as well in order to loose levels from passive sieges. They can still be invested without a blockade, but will hold out indefinitely.
Besiege fortifications:(Active Siege)
All fortifications have a level.
When conducting an active siege you try to breach a fortification and take it by force
Besieging takes 2 full war moves.
1d6 is rolled by the besieging force and the number is modified by +1 for each previous and uninterrupted breach attempt + 2 for each besieging unit with the artillery trait and +1 for each besieging unit with the engineer trait.
The result is then compared to the target to breach.
The base target to breach is 4 for castles and 2 for forts. To that is added the level of the fortification and +1 for each unit defending the fortification who has Defender or Artillery trait.
If the modified dice roll is equal to or greater than the modified target to breach, then a breach combat ensues.
Defending artillery does damage once every war move of an active siege. So twice for every breach roll.
A castle in a coastal province needs to be blockaded by sea in order for the besiegers to accumulate bonus to their breach roll for previous breach attempts.
Breach combat:
Breach combat consists of 3 rounds of combat.
Round 1
The attackers roll on table 3-1 of the table from the battle calculator while the defenders roll on table 3-2
Round 2
The attackers roll on table 4-1 of the table from the battle calculator while the defenders roll on table 4-2
Round 3
The attackers roll on table 5-1 of the table from the battle calculator while the defenders roll on table 5-2
Before each round the defending artillery fire.
At any point when the attackers break on morale, the combat is over and the siege resumes.
If the defenders break in a round of combat and the attackers still have morale left, the attackers win and either take the castle, or repel the besiegers, forcing them to retreat to an adjacent province.
If a side is completely eliminated, that side loose the battle and the other side either successfully defended or captured the castle.
Other units with traits currently have no effect on breach combats.
Artillery fire:
When artillery fires you roll 1D6 and consult table 5-5 of the battle calculator for damage.
Fortifications aid against artillery fire by imposing -1 to the dice roll. This is equally true for field fortifications.
The damage of artillery is calculated as normal combat damage
Units with morale higher than the rolled result (table 5-5) will take the damage based on mortality, but the army will take no morale damage from artillery fire.
A holding can only be protected by one fort and one castle.
Fortifications and a castle stack for the purpose of protecting holdings from being suppressed pillaged or razed.
In addition, you get bonus to your combat in a province where you own and control a castle that hasn't been neutralized.
Castles can be neutralized before field combat. The units neutralizing the castle is then unavailable for the battle.
Fortifications can be neutralized via active or passive siege.
Garrisons in a castle may force a sortie (Breach combat where the garrison act as attackers) prior to any field combat, this can be done in attempts to restore castle bonus to the field combat in question.
Investing a fortification:(Passive Siege)
Castles are neutralized by assigning a number of units equal to or greater than castle level * 2 + defending Units to invest it.
Forts only require a number of units equal to fort level + defending units to be invested.
If the fortification is on garrison status the bonus from the fortification is halved and a castle thus only need a number of units equal to castle level + defending units to be invested.
Investing a fortifications is a safer option than an active siege as you are then out of range of defending artillery.
When conducting a passive siege the fortification loose one effective level for each full turn of uninterrupted siege. Castles in coastal provinces need to be blockaded by see as well in order to loose levels from passive sieges. They can still be invested without a blockade, but will hold out indefinitely.
Besiege fortifications:(Active Siege)
All fortifications have a level.
When conducting an active siege you try to breach a fortification and take it by force
Besieging takes 2 full war moves.
1d6 is rolled by the besieging force and the number is modified by +1 for each previous and uninterrupted breach attempt + 2 for each besieging unit with the artillery trait and +1 for each besieging unit with the engineer trait.
The result is then compared to the target to breach.
The base target to breach is 4 for castles and 2 for forts. To that is added the level of the fortification and +1 for each unit defending the fortification who has Defender or Artillery trait.
If the modified dice roll is equal to or greater than the modified target to breach, then a breach combat ensues.
Defending artillery does damage once every war move of an active siege. So twice for every breach roll.
A castle in a coastal province needs to be blockaded by sea in order for the besiegers to accumulate bonus to their breach roll for previous breach attempts.
Breach combat:
Breach combat consists of 3 rounds of combat.
Round 1
The attackers roll on table 3-1 of the table from the battle calculator while the defenders roll on table 3-2
Round 2
The attackers roll on table 4-1 of the table from the battle calculator while the defenders roll on table 4-2
Round 3
The attackers roll on table 5-1 of the table from the battle calculator while the defenders roll on table 5-2
Before each round the defending artillery fire.
At any point when the attackers break on morale, the combat is over and the siege resumes.
If the defenders break in a round of combat and the attackers still have morale left, the attackers win and either take the castle, or repel the besiegers, forcing them to retreat to an adjacent province.
If a side is completely eliminated, that side loose the battle and the other side either successfully defended or captured the castle.
Other units with traits currently have no effect on breach combats.
Artillery fire:
When artillery fires you roll 1D6 and consult table 5-5 of the battle calculator for damage.
Fortifications aid against artillery fire by imposing -1 to the dice roll. This is equally true for field fortifications.
The damage of artillery is calculated as normal combat damage
Units with morale higher than the rolled result (table 5-5) will take the damage based on mortality, but the army will take no morale damage from artillery fire.