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Rise & Fall: The Game of Empires...
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<blockquote data-quote="Nathanael" data-source="post: 389683" data-attributes="member: 5784"><p>The basic combat unit is the Regiment. There are no others, although some regiments, like a regiment of scouts, serve specific non-battlefield purposes and aren't regularly deployed in combat. Regiments vary in size depending on the troop types they contain and are defined by the number of 'x' troops you can get for 'y' cost when considering equipment and training. </p><p></p><p>The system uses both regular and irregular regiments. From the highly organized cavalry units of knights to the the unorganized mobs of peasent rabble. Each fight differently, to be sure, but these differences are built into the system so that said knights will rarely, if ever, need to feel threatened by the peasantry, although the mob will make an effective delaying force for more ruthless Generals.</p><p></p><p>As far as communications go, our battlefields are ruled by orders. Each regiments will be given one of 6 basic orders to start with and will follow those orders until the end of the battle. Smart commanders will give multipart orders to their troops that can be signalled by standard or trumpet, for feints and other such tactics. Any mid-battle changes, to counter an unexpected problem, have to be dealt with by sending a messanger to the unit you want to order to deliver new instructions. In either case, an order test is needed, as orders might be misunderstood or flat out refused, and once a medieval army gets moving in one direction, it's hard to shift or stop it. This will be worked into the rules, so it won't be quite as complex in play as it sounds here...</p></blockquote><p></p>
[QUOTE="Nathanael, post: 389683, member: 5784"] The basic combat unit is the Regiment. There are no others, although some regiments, like a regiment of scouts, serve specific non-battlefield purposes and aren't regularly deployed in combat. Regiments vary in size depending on the troop types they contain and are defined by the number of 'x' troops you can get for 'y' cost when considering equipment and training. The system uses both regular and irregular regiments. From the highly organized cavalry units of knights to the the unorganized mobs of peasent rabble. Each fight differently, to be sure, but these differences are built into the system so that said knights will rarely, if ever, need to feel threatened by the peasantry, although the mob will make an effective delaying force for more ruthless Generals. As far as communications go, our battlefields are ruled by orders. Each regiments will be given one of 6 basic orders to start with and will follow those orders until the end of the battle. Smart commanders will give multipart orders to their troops that can be signalled by standard or trumpet, for feints and other such tactics. Any mid-battle changes, to counter an unexpected problem, have to be dealt with by sending a messanger to the unit you want to order to deliver new instructions. In either case, an order test is needed, as orders might be misunderstood or flat out refused, and once a medieval army gets moving in one direction, it's hard to shift or stop it. This will be worked into the rules, so it won't be quite as complex in play as it sounds here... [/QUOTE]
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