Clash of Legends Epic Battles Rules For Scenario Game of Thrones
Clash of Legends Epic Battles Rules For Scenario Game of Thrones
Clash of Legends Epic Battles Rules For Scenario Game of Thrones
scheduled.
You hone your PCs skills, administer your nation, perform spy missions, raise and command armies and navies to battle.
Sometimes you remove an opponent PC by duel or assassination, even magic. Improve your cities and win through economic
strength or just destroy your opponents.
-- Market Adjustments and NPC Encounters -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All market prices are adjusted according to the amount of traded resources and nations treasuries. A new gold limit for sales is
determined. Some resources may deprecate and spoil.
Some NPCs encounters take place. When a PC is on the same hex as some NPC, an encounter can be triggered by a PCs action
targeting the NPC to a result that can be either beneficial or negative depending on many factors.
Army relative sizes are re-estimated. All armies in the game are listen in a rank form the largest to the smallest. Then lists top 3%
will receive the denomination of vast army, the other categories are applied in sequence up to the bottom 25% that will be
defined as small army. The categories are: vast, huge, great, army and small army. Same apply to navies.
-- Pay Tributes to your Lord -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
At this point, the Judge will collect from the vassal 10% of all stored resources, including gold from the treasury, and transfer
them to the suzerains capital.
No resources will be transferred if you are not a vassal. No resources will be received if you are not a vassals lord.
A rebellion against your lord will stop any tributes from being paid.
Cast Healing Spell
Parameters: Character ID;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
The wizard can cast a healing spell on anyone in the same hex, including himself. The amount of healing will be equivalent to the
wizards skill rank.
Example: A wizard with a skill rank of 50 will heal the target by 50 life points.
Parameters:
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All personal challenges will be refused during the current turn. The assumption is that all characters will accept all challenges
every time, unless this command is issued.
Challenges are resolved in order from the highest challenger rank to the lowest.
If you are challenged and refuse to engage while commanding an army, the armys morale will drop by 1-15 points.
This action will be ignored if the PC also challenges someone else to a duel.
-- Personal Duel -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All challenges are executed. All duels are fought to death. A duelist may take part on more than one challenge in the same turn.
The odds debated by the population are not a direct comparison of the challenge ranks, but a more subjective analysis on the
winning chances of each duelist.
Cast Army Attack Spell
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Traveling with an army
Help:
The wizard casts a combat spell that will affect the upcoming armies battles. The spell will increase the armys attack force by 20
per each wizards skill point. The caster must be traveling with the army for the spell to affect the combat.
Example: A wizard with a skill rank of 50 will have 1000 attack points added to the army.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Cast Army Defense Spell
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes
by one size. If the city if at the minimum size before the attack, it will be destroyed.
Attacking catapults will have a free strike against the citys fortification before the citys attack, but after any armies battles. If
catapults are in enough numbers it is possible for them to reduce, or even remove a citys fortification.
Victory will improve the skills of any chars traveling with the army. Also, it will improve the armys morale and training.
On the other hand, traveling with an army is risk business. All chars can be harmed or killed during combat, even if the combat is
won.
Of course, the city cannot be hidden for an enemy army to be able to attack it.
Npc Attack
Parameters: Combat Tactic;
Skill required: NPC
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The NPC army is commanded to attack all enemies at the same hex, including any garrison present. Non enemies will be ignored
unless they initiate combat.
If there is a city, then the army attack will focus on the citys nation. Others will be ignored unless they start combat.
In most cases, the army will only initiate combat if there is a chance of winning, but some overly aggressive types will initiate
combat even if suicidal.
Combats end only when there are no enemies left to battle to both sides.
An army cannot initiate the attack on a navy. The navy can initiate the attack on an army only if it can land its troops.
Navy combat happens before army combat.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
-- Army Combat -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
When the Judge reaches this milestone, it will resolve all army battles following this sequence:
- First: water phase, navy against navy battles takes place. The navy definition is any army with enough ships for all its troops.
- Second: land phase, army against army battles takes place. Depending on the situation, a navy will drop anchor and disembark
troops to battle as an army.
- Third: city phase, surviving armies against city battles takes place.
The combat goes in rounds. Each round, the attack force is used to calculate the damage dealt to the opposing side, reducing its
defense force (killing soldiers). Both sides attacks are considered to be simultaneous. It is possible that both sides eliminated
themselves in a given round.
Some units have the first strike ability, like archers, allowing then one extra attack before the battle begins. They are the only
troops that will cause damage on the respective phases round 0.
If the navy battle takes place over water as opposed to river bank or any land, all PCs in the losing side will drown (be killed) after
the combat unless they have ways to prevent it. Some magic items or spells may grant this capability in specific scenarios.
Otherwise, the army will land, but a percentage of the troops will still drown.
If a navy engage in land combat for any reason, then the navy will drop anchor. This means that all ships will be removed from
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Note that a land army will fail to initiate combat against a navy.
City phase: After defeating all defending armies and if the armys current attack force is greater than the citys defense, and then
the city is captured or destroyed, according to the command given. Meaning that the city phase is resolved in a single round of
combat Therefore the sum of the attacking armies strength must beat the citys defense in one single round. Spells and magic
items might help.
Siege weapons can fight on city phases round 0 and they might reduce the citys fortifications before the main army begins,
therefore reducing the citys defense.
The armys attack and defense forces are calculated by adding up all platoons attack and defense, respectively and they can be
affected by spells, magic items, tactics, diplomatic relations, commanders skill, morale and terrain.
The formula to calculate a platoon attack is: (Unit strength for the terrain) * ((weapons + training + 100)/3) * (# of troops)
On Combat Tactics:
Each army commander can give orders to the army regarding which tactic to use while engaging the enemy on the battle field. All
platoons will perform the same but casualties sequence will be assigned according to the tactics than another. If the commander
doesnt specify the tactics, the army will engage all enemies in a standard formation. Look for a tactics vs. tactics table in the
rulebook.
Change Tax Rate
Parameters: Percentage (1-100);
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
Help:
Inform to your tax collectors how much they would take away from the population. Higher the taxes, higher the stead income
from cities and faster the citys loyalty will drop each turn. Lower taxes will increase loyalty each turn. Moreover, when the
population first hears that the taxes are being raised, the loyalty immediately will drop in each city. If the taxes are being lowered,
the opposite effect will be noticed.
If a nation, at any time, doesnt have enough gold in its treasury to pay for its upkeep, the taxes will be raised automatically to find
the funds. Costs associated with actions will not force the taxes up, but the action will fail for lack of funds. In this case, the
loyalty drop on all cities is even bigger due the acknowledgement of poor administration by the regent.
ATTENTION: if at any given moment the taxes are raised above 100%, the nation is considered eliminated from the game.
The attempt will be paid with gold from nation's treasury even if not successful.
-- Resource Gathering -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Cities gather resources then they are added to city's stores. Resources gathering can be influenced by the size of the city (larger the
city, smaller the production) and climate. A city under siege does not gather any resources, including gold and taxes.
Also, at this point the loyalty is adjusted for all cities, based on current taxes. City decay/flip is checked.
Collect Extra Taxes
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Extra gold will be collected from city's population. It only works in a city that is providing taxes which excludes camps and cities
under siege. Of course they will not be happy and the loyalty will drop.
Purchase from Caravans
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Allows a character to buy resources from the market and add then to the citys stores, assuming the city belongs to the same
nation as the character. If the character is buying food and traveling with an army, the food will be added to the army as opposed
to the city.
The amount of resources available to all nations is limited by the available amount in the market.
The nations treasury will pay in gold for the resources being bought.
A city under siege cannot trade with the market.
Sell Resources from This City
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Allows a character to sell resources to the market and deduce then from the citys stores, assuming the city belongs to the same
nation as the character.
There is a limit on how many resources the market can absorb from all players.
The nations treasury will receive gold for the resources being sold.
A city under siege cannot trade with the market.
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
The wizard conjures 25 units of food per wizards skill rank. The food will be added to the army luggage, if the caster is traveling
with one, or citys stores that the caster is currently at. Else, the the spell will fail as the food will be lost.
Example: A wizard with a skill rank of 50 will have 1250 units of food added to armys or citys stores.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Conjure Slaves
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Traveling with an army
Help:
The wizard conjures 5 slaves per wizards skill rank that will be added to the army the caster is traveling with.
Example: A wizard with a skill rank of 50 will have 250 slaves added to the army.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Invoke Plague
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
A wild plague spread through the land, stopping all resource production on the current and surrounding hexes for this turn.
If multiple spells are cast, their effects will not be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Summon Resources Boom
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Average
Improve skill rank: Yes
Catapults are not the most effective troops against other troops, but they are the ultimate weapon against fortifications. Before any
city attack, the catapults receive an extra free attack against the citys fortification. If you have enough catapults, the fortifications
would be reduced, or even removed, before the other troops charge through the citys gates.
For each catapult to be built, the city needs to have in its stores 500 units of wood, but they are upkeep free as they dont demand
either food or gold.
If the quantity of troops is not informed or zero, the Judge will assume that the intention is to recruit the maximum amount. If
your intention is to load food but not recruit troops, make sure you chose a troop type that cannot be recruited at the moment, such
as ships and catapults when no wood is present, or cavalry when mounts are not available.
Fortify City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Any owned city
Help:
The city is commanded to improve its fortification by one level.
Here are the values for each fortification level. (Gold, Wood, Defense)
Tower: 1000, 1000, 2000
Fort: 3000, 3000, 6000
Castle: 5000, 5000, 10000
Keep: 8000, 8000, 16000
Fortress: 12000, 12000, 24000
The gold will be deduced from the nations treasury if the upgrade is successful. The wood will be deduced from the citys stores.
The defense value is the bonus the fortification will add to the city. Any attackers will have to beat this number with their armies
attack strength.
If successful, the character will receive a skill bonus.
Ultimatum to the City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement:
-Commanding an army
-Enemy city
Help:
The army is commander to lay siege to the enemy non-hidden city and give the city an ultimatum demanding the citys immediate
surrender.
If the population believes in the ultimatum and that resisting is futile, then they will drop their current flag and join the armys
nation. Even if the city doesnt surrender, there is a chance that the siege will be successful. In this case, no resources will be
received or sent from or to the city and most construction work and creation of new armies will fail as well.
If the army has enough catapults, the fortifications can be reduced as part of the siege.
By the way, a massive amount of catapults seems to be quite effective to convince the population to surrender. On the other hand,
a capital is less likely to surrender without a fight.
The mere presence of any army of the same nation as the city (or from a nation that considers the army as an enemy) at the point
that the ultimatum takes place is enough to convince the population not to surrender.
Success depends on the army strength, armys leader commander skill, citys loyalty, citys size and fortifications.
This command does not initiate combat between armies and city.
-- Custom starting packages -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
If the city already has a dock, a port will be built and it would consume 4,000 gold pieces from nations treasury and 7.500 units
of wood from citys stores. Only a burgh or metropolis can build a port.
The city must not be under siege. It is possible to issue this command twice and get the port done in one single turn as long as all
resources are available.
Improve City Size
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Any owned city
Help:
The population is encouraged to move into the city, thus raising its size by one level. A city cannot change its size more than once
per turn (up or down).
Success depends on the character skill, citys loyalty and current city size, as its harder to improve as cities get bigger.
Population will never be convinced to move into a city if there are any enemy armies present.
Here the cost to upgrade a city to the next level:
Camp, 4,000.
Village, 6,000.
Town, 8,000.
Burgh, 10,000.
The upgrade will be paid with gold from nation's treasury only if successful.
Create Camp
Parameters: Name (5-20 letters);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
-Not in a city
Help:
The population is invited to found a new city in a hex that does not have a city.
Population will never be convinced to found a new city if there is an enemy army present.
Success depends on skill, but there is a limit on how many cities can exist at the same time. As the game gets closer to the total
city's limit, this action gets harder to achieve.
2,000 gold pieces will be deducted from the nations treasury to cover for the start-up costs.
Counter Espionage
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement: None
Help:
The character tries to identify all double agents from the same nation in the same hex, if identified then the agent will be loyal
again thus removing the double agent status. The success is based in the relative skills of the diplomat and the targets.
The attempt will be paid with gold from nation's treasury even if not successful.
Guard City
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Any city
Help:
The character will try to protect the city from enemys aggressive actions like stealing, sabotage, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank.
The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Guard Character
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will act as a bodyguard and will try to protect another character from enemys aggressive actions like assassination,
stealing magic items, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank.
The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Assassinate Character
Parameters: Character ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Steal Gold
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target
Requirement:
-Any city owned by others
Help:
Steal gold from another nations city.
Mission failure can result in harm or death. Also, be aware of body guards protecting the citys treasury.
Steal Gold and items
Parameters:
Skill required: NPC
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement:
-Any city owned by others
Help:
Steal gold or magical items.
Note that this happens before guards are assigned to protect something.
Name New Character
Parameters: Name (5-17 letters); Gender (M/F); Comm; Rogue; Diplomat; Wizard;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 10000
Special feature: None
Requirement:
-Own Capital
Help:
A new PC can be recruited with up to the skill points total as defined by the game/scenario. With this action, it is possible to
recruit a new PC with multiple skills (i.e. wizard/commander) or a different skill from the PC issuing the command.
Of course, the sum of all skills cannot exceed the overall limit of skill points. Class bonus (i.e commander +10) are not applied for
new PCs named using this order.
The minimum skill for a single class is 10. Values smaller than 10 will be ignored.
Stealth is not a skill, therefore cannot be chosen.
The new PC will cost 10,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As epic heroes cannot be replaced, the new PC will have two action slots.
Name New Commander
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new commander can be recruited with the base skill rank for the scenario, but no greater than the PCs commander natural skill
rank (without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better
commanders.
The new PC will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes cannot be replaced, the new commander will have two action slots.
Name New Rogue
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new rogue can be recruited with the base skill rank for the scenario, but no greater than the PCs rogue natural skill rank
(without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better rogues or
rogues with higher chance of having stealth. The stealth is based on the nation ability and the stealth rank of the PC issuing the
action.
The new PC will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes cannot be replaced, the new rogue will have two action slots.
Name New Diplomat
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new diplomat can be recruited with the base skill rank for the scenario, but no greater than the PCs diplomat natural skill rank
(without being modified by magic items) issuing the recruiting action.
The new PC will cost 5,000 unit of gold from the nation's treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes (PCs with the extra action) cannot be replaced, the new diplomat will have two action slots.
If the joining character is army commander, then the action will fail. Armies cannot be merged with this army nor can command
be transferred.
Transfer Command
Parameters: Character ID; Join new leader (y/n);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
A group or army leader can transfer his command to another commander from the same nation at the same hex. All other people
and troops traveling with the previous leader will be traveling with the new leader. The former leader has the option to keep
traveling with the new commander or not.
Take Command of Garrison
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
A commander can take over the command of a garrison of the same nation at the same hex, converting it back to an army. Other
characters traveling with the new commander automatically will join the army. The commander will not longer be traveling with
someone if thats the case. If the character is currently commanding another army, the garrison will merge into the army.
Drop Magic Item
Parameters: Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Carried magic item
Help:
The listed magic items are dropped and hidden at the scene. It will be easier for the PC who hid them to pick them up. Harder for
PCs from other nations.
Pickup Troops
Parameters: Troop Type;
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
A PC traveling with an army can pick up troops from the local garrison and add them back to the army, as long as they are from
the same nation. If the PC is not traveling with an army, then a new army will be created under the command of the PC.
If the garrison is a navy on a hex that it cannot cast anchor, then only PC in a navy can pick up troops from the garrison as the
troops will not be able to land to join a land army.
If the goal is to convert the PCs land army into a navy using the ships from the garrison, then the commander has to use the
action Take Command of Garrison instead as land troops cannot be left behind by the garrison.
-- Check Groups -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Check if the group is disbanded. A group is disbanded if the leader is traveling alone. The Judge will dismiss automatically any
groups with 1 single person in it.
Move Character
Parameters: Destination Hex (within 12 hexes);
Skill required: Any
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will move to another hex up to 12 hexes away from the starting position. Any other people traveling with the
character will move with the leader to the new hex.
If the character is commanding an army, then the movement action will fail.
Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.
Cast Movement Spell
Parameters: Hex;
Skill required: Wizard
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
A movement spell will be used by the wizard to increase the movement range by 1 hex for each 4 wizards skill rank. If the
wizards skill rank is 100 or higher, the wizards can teleport to any valid destination.
Example: A wizard with a skill rank of 50 will have a total range of 24 (12+12) for this movement, assuming a base move of 12
for the scenario.
If multiple spells are cast, they will fail.
Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.
If there are any one else (characters, NPCs or army) traveling with him/her, the spell will fail.(i.e. Army or group leader)
The travel distance is calculated between the starting hex and the target hex.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately it is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Sail (Move Navy)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
Help:
The army will board troops into available ships then move following the directions, hex by hex. Its possible to halt in a hex
before continuing the movement by using the Halt direction.
If two navies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every navy in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
For this scenario, a navy has 14 movement points to spend each turn in a single movement. The terrain, movement type and if
there is enough food will affect the movement costs.
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up.
Just try to move the army and the Counselor will help you to figure out the movement points for each step. Just make sure you
choose the right options!
You can use the options to help the Counselor to figure out if the army will have food and the slowest ships you plan to have in
your navy.
An army has to be fed during the upkeep phase to be able to move fed, unless all troops in the army dont require food. There is
no need to have at least 1 (one) food as long as the army was able to find enough food (city, foraging, etc.) during the upkeep
phase. It is not enough to load the food into the army during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
If a navy engage in land combat for any reason, then the navy will drop anchor. This means that all ships will be removed from
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Stand and Defend
Parameters: Direction hexside;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land
-Commanding an army
Help:
The army is commanded to block some exits from the hex. Any armies from other nations trying to leave the hex by the blocked
paths will be forced to stop, unless they overrun the blocking army.
The blocked path will be the given direction plus the two adjacent ones. i.e.: If the army is blocking West, then SW and NW will
be blocked as well.
Move Khalasar
Parameters: Directions;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
-Any non-sieged owned city
-Any owned city (+special)
Help:
The army commanders can order the Khalasar to move to an adjacent hex. The army will move with the Khalasar and the
Khalasar can only move where the army could move. i.e. cannot cross big rivers or move from mountain to mountain when
forbidden. Khalasar is always considered fed, so they can climb move on mountains even if without food.
The Khalasar cannot move into another city, but it can if there are only ruins. A Khalasar is a nomad unfortified city with no
constructions of any type, thus they will always leave the fortifications behind and any docks will be destroyed. Even conquered
cities will adopt the Khalasar style and will be able to move.
Note that the Khalasar moves before the army movement phase, so it is impossible to intercept them with moving armies.
March (Move Army)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 12 movement points to spend each turn. The terrain, movement type, presence of infantry/cavalry
and there is enough food will affect the movement costs.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up. Both effects are cumulative.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy Also mind that different troops may have different movement costs.
You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the
army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
Npc March
Parameters: Directions; NO/EV;
Skill required: NPC
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
Help:
The NPC army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
Regular rules for troops movement apply.
A NPC army will look for a target they can beat.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
Force March (move army farther)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 14 movement points to spend each turn when forcing march, but morale will drop every time the
army forces the march.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
The terrain, movement type, presence of infantry/cavalry and there is enough food will affect the movement costs.
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy. Also mind that different troops may have different movement costs.
You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the
army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
-- Movements -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All movements take place according to the action sequence. Armies usually have 12 movement points, but they can force
movement to move 14 points at loss of morale. The movement costs are higher if the army doesnt have food in its baggage. A
navy can move up to 14 points, but its movement ends if they land.
Army and navy movement are processed one step (1 to 14) at the time, and then each army will sequentially move within a given
step in a random order.
If at any time an army is moving (consider that "Hold" is a move) into a hex, it triggers the collision check. The collision check
checks ALL armies (moving or not) in the hex, and if and it finds a non-friendly army or fortification on the same hex, movement
for all armies will be interrupted.
The army will move on the final step for the terrain. I.e. if it costs 5 points for an army to move to a new hex, then the army will
wait for 4 steps, and then move into the new hex during the processing of step 5.
Overrun:
In certain situations an army can be overrun by another army.
This happens when the ratio of army troops is more than 3 to 1. And the smaller army is 1000 troops or less.
An army of 2000 troops will over run an army of 500 troops. It doesn't matter what type of troops is in either army.
To get an overrun the larger army must move into the same hex as the smaller army and then move out of that hex. This means
that the larger army must have the movement points and orders to do so.
Certain units - for instance Wights and Mountain Giants can never be overrun no matter how outnumbered they are. But if they
are 20% or less than the bigger army, then they will not block the enemy army as well.
Results:
The larger army is unaffected. It does not spend any extra movement points and takes no casualties at all. It will get informed that
it over ran an army in the results.
The smaller army is destroyed. All troops destroyed. Any and all characters traveling with the army could be killed. The stronger
the character the less likely it will be killed.
When the smaller army is trying a Stand and Defend action, then the risks is higher (4:1 ratio) and the blocking army can be
overrun if they have less than 1200 troops. Also, the odds of a character being killed are much higher.
Move Character & Join Leader
Parameters: Destination Hex (within 12 hexes); Character ID;
Skill required: Any
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will move to another hex up to 12 hexes away and then join the named character.
If the named character isn't available at the destination the movement still works.
The character can join a character who already commands an army or group.
A character cannot move if it is currently commanding an army. Neither the move nor the join part of the action will happen with
an army commander.
The destination hex cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including
water and mountains.
Offer Auction Bid
Parameters: Amount bid;
Skill required: Diplomat
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
Help:
If the librarian offers something at an auction, then someone from your capital can submit a bid for it. The bid will be listed as part
of the nations messages.
It is a closed auction, meaning that the higher bid wins. If there is a draw, the winner will be determined by the flip of a coin.
The gold will be collected only if you win. If your treasury dont have enough gold, then your bid is disqualified from the auction.
The target of the auction will join your nation if you won.
-- Librarian Auction -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Resolve the bids from an Auction listed on nations message at the previous turn.
It is a closed auction, meaning that the higher bid wins. If there is a draw, the winner will be determined by the flip of a coin.
The gold will be collected only if you win. If your treasury dont have enough gold, then your bid is disqualified from the auction.
The target of the auction will join your nation if you won.
-- Check Groups -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-On land
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout Hex
Parameters:
Skill required: Rogue
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-On land
Help:
Look for information about a hex. Resources production, citys stores, climate and other information can be discovered.
Recon Area
Parameters:
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout for Characters
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: No
Cost: 500
Special feature: None
Requirement:
-On land
Help:
Discover who else is at the same location. False reports are possible. Success is based on each target and their skills.
Use Scrying Magic Item
Parameters: Magic Item ID; Hex;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Carried scry magic item
Help:
This action allows someone to use a scrying magic item.
Nation Resources Transport
Parameters: Destination Hex; Resource; Percentage (1-100);
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
-Any non-sieged owned city
Help:
From the capital, a character can command the resource transfer from all cities from the same nation to a single city.
10% of the resources will be deduced before the transfer to pay for the transportation.
Gold cannot be transferred by this action.
Transport by Caravan
Parameters: Origin Hex; Destination Hex; Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
A character can order the transference of resources from the current city to any other known city. From the capital, its possible to
order the transport from any city to any city.
Destination city can belong to other nation. If the destination belongs to a different nation, it cannot be hidden.
Gold cannot be transported between cities from the same nation as the treasury is considered to be at the capital only.
The caravans is charge 10% of the resources as a payment for their services, before the transport is done.
Cities under siege cannot send or receive resources.
Transfer Ownership of City
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
With this action, it is possible to transfer the citys ownership to an allied nation. Someone from the receiving nation must be
Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out some information regarding the target character, like skills, magic items and know spells.
Location is not revealed but must be within a 12 hex range.
Information will be paid with gold from nation's treasury even if not successful.
Reveal Armys Characters
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 500
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the name of everybody traveling with the target group leader. The target must be within a range
of 12 hexes. Their exact location is not revealed.
Information will be paid with gold from nation's treasury even if not successful.
Learn City
Parameters: Target Hex;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 500
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out some information regarding a target city within a range of 8 hexes. It is possible to receive
information like name, nation, loyalty, size, fortifications, docks, resources and army presence.
Information will be paid with gold from nation's treasury even if not successful.
Learn All Major Cities
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 5000
Special feature: None
Requirement:
-Any city owned by others
Help:
The diplomat will try to find out a summary of citys nations major cities. It is possible to receive information like name, size,
fortifications, docks, hex and where the capital is.
Information will be paid with gold from nation's treasury even if not successful.
Learn Mission
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the commands received by the target character and their respective results.
Information will be paid with gold from nation's treasury even if not successful.
Identify Nation's Treasury
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 200
Special feature: None
Requirement:
-Any city owned by others
Help:
The diplomat will try to find out the approximated amount of gold the citys nation has in its reserves.
Information will be paid with gold from nation's treasury even if not successful.
Identify Nation's Finances
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-Any city owned by others
Help:
The diplomat will try to find out a summary of citys nations finances.
Information will be paid with gold from nation's treasury even if not successful.
-- Check if the Game is Over -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
0
1-9
10-19
20-29
30-39
40-49
50-59
60-69
70-79
80-89
90-99
100+
Commander
Unknown or none
Apprentice
Veteran
Sergeant
Commander
Captain
Lord
Regent
Warlord
General
Marshal
Lord Marshal
Rogue
Unknown or none
Apprentice
Journeyman
Footpad
Rogue
Cutpurse
Burglar
Agent
Thief
Spy
Assassin
Guild Master
Diplomat
Unknown or none
Apprentice
Envoy
Kingsman
Diplomat
Ambassador
Emissary
Banneret
Curate
Proclamator
Legate
Herald
Wizard
Unknown or none
Apprentice
Novice
Acolyte
Wizard
Mystic
Enchanter
Warlock
Conjurer
Sorcerer
Mage
Arch Mage
%
Charge
Flank
Standard
Surround
Guerrilla
Ambush
Charge
100
100
80
100
90
120
Flank
100
100
120
120
80
80
Standard
110
90
100
100
100
100
Surround
100
80
100
100
120
100
Guerrilla
120
110
100
80
100
100
Ambush
80
120
100
100
100
100
Flank on Coast
1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Surround on Coast
1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults
Guerrilla on Coast
1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults
Ambush on Coast
1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Charge on Desert
1: Catapults
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Chevalier
6: Heavy Cavalry
7: Wight
8: Gladiator Slaves
9: Infantry
10: Archers
11: Seasoned Veterans
12: Unsullied
13: Freedmen
14: Raiders
15: Hired Mercenaries
16: Knights of the Vale
17: Rangers
18: Mounted Knights
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants
Flank on Desert
1: Catapults
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Chevalier
6: Heavy Cavalry
7: Wight
8: Gladiator Slaves
9: Infantry
10: Archers
11: Seasoned Veterans
12: Unsullied
13: Freedmen
14: Raiders
15: Knights of the Vale
16: Hired Mercenaries
17: Rangers
18: Mounted Knights
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on Desert
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Archers
9: Seasoned Veterans
10: Unsullied
11: Freedmen
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Knights of the Vale
21: Scouts
22: Bloodriders
23: Rangers
24: Chevalier
25: Heavy Cavalry
26: Mounted Knights
27: Sand Cavalry
Guerrilla on Desert
1: Sand Cavalry
2: Scouts
3: Bloodriders
4: Chevalier
5: Heavy Cavalry
6: Knights of the Vale
7: Rangers
8: Mounted Knights
9: Catapults
10: Wight
11: Gladiator Slaves
12: Infantry
13: Archers
14: Seasoned Veterans
15: Unsullied
16: Freedmen
17: Raiders
18: Hired Mercenaries
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Desert
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Infantry
9: Archers
10: Seasoned Veterans
11: Unsullied
12: Freedmen
13: Raiders
14: Knights of the Vale
15: Scouts
16: Bloodriders
17: Hired Mercenaries
18: Rangers
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Charge on Woods
1: Catapults
2: Rangers
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants
Flank on Woods
1: Catapults
2: Rangers
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on Woods
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Knights of the Vale
14: Archers
15: Hired Mercenaries
16: Scouts
17: Elite Footmen
18: Northmen
19: Gold Cloaks
20: Reavers
21: Bloodriders
22: Heavy Infantry
23: Chevalier
24: Mountain Giants
25: Heavy Cavalry
26: Mounted Knights
27: Rangers
Guerrilla on Woods
1: Rangers
2: Catapults
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Woods
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Knights of the Vale
14: Archers
15: Rangers
16: Hired Mercenaries
17: Scouts
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Charge on Hills
1: Catapults
2: Mountain Giants
3: Seasoned Veterans
4: Hired Mercenaries
5: Northmen
6: Unsullied
7: Elite Footmen
8: Gold Cloaks
9: Reavers
10: Heavy Infantry
11: Freedmen
12: Bloodriders
13: Heavy Cavalry
14: Sand Cavalry
15: Knights of the Vale
16: Scouts
17: Mounted Knights
18: Rangers
19: Chevalier
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Flank on Hills
1: Catapults
2: Mountain Giants
3: Seasoned Veterans
4: Hired Mercenaries
5: Northmen
6: Unsullied
7: Elite Footmen
8: Gold Cloaks
9: Reavers
10: Heavy Infantry
11: Freedmen
12: Bloodriders
13: Heavy Cavalry
14: Sand Cavalry
15: Knights of the Vale
16: Scouts
17: Mounted Knights
18: Rangers
19: Chevalier
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on Hills
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Unsullied
9: Freedmen
10: Infantry
11: Archers
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Mountain Giants
19: Northmen
20: Sand Cavalry
21: Knights of the Vale
22: Bloodriders
23: Scouts
24: Rangers
25: Chevalier
26: Heavy Cavalry
27: Mounted Knights
Guerrilla on Hills
1: Bloodriders
2: Heavy Cavalry
3: Sand Cavalry
4: Knights of the Vale
5: Scouts
6: Mounted Knights
7: Rangers
8: Chevalier
9: Northmen
10: Catapults
11: Mountain Giants
12: Seasoned Veterans
13: Hired Mercenaries
14: Unsullied
15: Elite Footmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Freedmen
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Hills
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Unsullied
9: Freedmen
10: Sand Cavalry
11: Knights of the Vale
12: Infantry
13: Archers
14: Raiders
15: Hired Mercenaries
16: Northmen
17: Elite Footmen
18: Gold Cloaks
19: Reavers
20: Bloodriders
21: Scouts
22: Rangers
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Charge on Shore
1: Catapults
2: Chevalier
3: Mounted Knights
4: Sand Cavalry
5: Knights of the Vale
6: Bloodriders
7: Heavy Cavalry
8: Mountain Giants
9: Seasoned Veterans
10: Hired Mercenaries
11: Rangers
12: Archers
13: Unsullied
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Heavy Infantry
18: Scouts
19: Reavers
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Flank on Shore
1: Catapults
2: Chevalier
3: Mounted Knights
4: Sand Cavalry
5: Knights of the Vale
6: Bloodriders
7: Heavy Cavalry
8: Mountain Giants
9: Seasoned Veterans
10: Hired Mercenaries
11: Rangers
12: Archers
13: Unsullied
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Scouts
18: Reavers
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on Shore
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Archers
9: Unsullied
10: Infantry
11: Freedmen
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Heavy Infantry
18: Mountain Giants
19: Sand Cavalry
20: Knights of the Vale
21: Bloodriders
22: Rangers
23: Scouts
24: Reavers
25: Chevalier
26: Mounted Knights
27: Heavy Cavalry
Guerrilla on Shore
1: Chevalier
2: Mounted Knights
3: Sand Cavalry
4: Knights of the Vale
5: Bloodriders
6: Heavy Cavalry
7: Rangers
8: Scouts
9: Reavers
10: Catapults
11: Mountain Giants
12: Seasoned Veterans
13: Hired Mercenaries
14: Archers
15: Unsullied
16: Elite Footmen
17: Northmen
18: Gold Cloaks
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Shore
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Knights of the Vale
9: Seasoned Veterans
10: Archers
11: Unsullied
12: Infantry
13: Freedmen
14: Raiders
15: Bloodriders
16: Hired Mercenaries
17: Rangers
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Scouts
22: Reavers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Mounted Knights
27: Heavy Cavalry
Charge on Mountains
Flank on Mountains
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Knights of the Vale
8: Raiders
9: Rangers
10: Mountain Giants
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants
Guerrilla on
Mountains
1: Raiders
2: Knights of the Vale
3: Catapults
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Rangers
10: Mountain Giants
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Mountains
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Rangers
8: Mountain Giants
9: Knights of the Vale
10: Raiders
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on
Mountains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Seasoned Veterans
11: Archers
12: Sand Cavalry
13: Rangers
14: Hired Mercenaries
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Scouts
20: Bloodriders
21: Heavy Infantry
22: Chevalier
23: Mountain Giants
24: Heavy Cavalry
25: Mounted Knights
26: Knights of the Vale
27: Raiders
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Knights of the Vale
11: Raiders
12: Seasoned Veterans
13: Archers
14: Sand Cavalry
15: Rangers
16: Hired Mercenaries
17: Elite Footmen
18: Northmen
19: Gold Cloaks
20: Reavers
21: Scouts
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Charge on Plains
1: Catapults
2: Chevalier
3: Mountain Giants
4: Mounted Knights
5: Sand Cavalry
6: Knights of the Vale
7: Bloodriders
8: Heavy Cavalry
9: Elite Footmen
10: Seasoned Veterans
11: Northmen
12: Hired Mercenaries
13: Rangers
14: Archers
15: Unsullied
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Scouts
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Flank on Plains
1: Catapults
2: Chevalier
3: Mountain Giants
4: Mounted Knights
5: Sand Cavalry
6: Knights of the Vale
7: Bloodriders
8: Heavy Cavalry
9: Elite Footmen
10: Seasoned Veterans
11: Northmen
12: Hired Mercenaries
13: Rangers
14: Archers
15: Unsullied
16: Gold Cloaks
17: Reavers
18: Scouts
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Surround on Plains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Archers
9: Unsullied
10: Infantry
11: Freedmen
12: Raiders
13: Elite Footmen
14: Northmen
15: Hired Mercenaries
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Sand Cavalry
21: Knights of the Vale
22: Bloodriders
23: Rangers
24: Scouts
25: Chevalier
26: Mounted Knights
27: Heavy Cavalry
Guerrilla on Plains
1: Chevalier
2: Mounted Knights
3: Sand Cavalry
4: Knights of the Vale
5: Bloodriders
6: Heavy Cavalry
7: Rangers
8: Scouts
9: Catapults
10: Mountain Giants
11: Elite Footmen
12: Seasoned Veterans
13: Northmen
14: Hired Mercenaries
15: Archers
16: Unsullied
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants
Ambush on Plains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Knights of the Vale
9: Seasoned Veterans
10: Archers
11: Unsullied
12: Infantry
13: Freedmen
14: Raiders
15: Bloodriders
16: Elite Footmen
17: Northmen
18: Hired Mercenaries
19: Rangers
20: Gold Cloaks
21: Reavers
22: Scouts
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Mounted Knights
27: Heavy Cavalry
Charge on Swamp
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Raiders
8: Rangers
9: Seasoned Veterans
10: Hired Mercenaries
11: Sand Cavalry
12: Scouts
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Bloodriders
19: Heavy Cavalry
20: Archers
21: Knights of the Vale
22: Chevalier
23: Mounted Knights
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants
Flank on Swamp
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Raiders
8: Rangers
9: Seasoned Veterans
10: Sand Cavalry
11: Hired Mercenaries
12: Scouts
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Bloodriders
18: Heavy Infantry
19: Heavy Cavalry
20: Archers
21: Knights of the Vale
22: Chevalier
23: Mounted Knights
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants
Surround on Swamp
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Archers
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Sand Cavalry
21: Knights of the Vale
22: Rangers
23: Scouts
24: Bloodriders
25: Chevalier
26: Heavy Cavalry
27: Mounted Knights
Guerrilla on Swamp
1: Rangers
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Heavy Cavalry
6: Knights of the Vale
7: Chevalier
8: Mounted Knights
9: Catapults
10: Wight
11: Gladiator Slaves
12: Infantry
13: Unsullied
14: Freedmen
15: Raiders
16: Seasoned Veterans
17: Hired Mercenaries
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Heavy Infantry
23: Archers
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants
Ambush on Swamp
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Archers
14: Knights of the Vale
15: Rangers
16: Hired Mercenaries
17: Scouts
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights
Naval combat
The sequence that casualties are applied to your troops is determined by the chosen tactics.
Here's a few tables regarding on land and water troops to guide your combat's decision.
Damage and casualties will spread equally among all troops when using standard tactics.
Charge on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Coast
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Coast
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Desert
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Desert
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Woods
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Woods
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Hills
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Hills
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Shore
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Shore
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Mountains
Flank on Mountains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Guerrilla on
Mountains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Mountains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on
Mountains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Plains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Plains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Charge on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Flank on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Surround on Swamp
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
Guerrilla on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship
Ambush on Swamp
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship