Post by Tyr on May 13, 2015 17:03:34 GMT -5
With one new county under his belt Tyr kept the momentum going. After leaving a small detachment of soldiers behind to guard what he had gained, the Duke went with the rest of his forces onward to the next area to be contested. No point in wasting time after all. As they crossed out of the forest, and onto the nice open plains, the platoons gave out a collective sigh. For one this place actually had a city, which the opposing troops would hopefully at least try to defend. Although if this county was controlled by the same forces they'd just fought then they'd probably try to hide out a bit, but the massive amount of plains would make that difficult.
The platoon commanders rode beside Tyr as they crossed the border, then quickly met their specific platoons to relay his orders. The two cavalry platoons were to split off, scouting for enemies but also getting into position to charge potential threads from both sides. The infantry and archers would move towards the city and await a meeting of the commanders, if it was going to happen. Tyr raised his blade again while they were still marching and the infantry, having gotten the hang of this signal and now in unison anyway, gave three distinct clashes of their swords against their shields. Less about fear this time though, Tyr wanted his enemies to know who was coming. Hopefully they might send their commanders out to talk this time.
Troop locations
Orders
First and Second Platoons: March together, await further orders.
Third and Fourth Platoons: Sit on the wings and watch for enemies.
Army Combat Card
First Platoon
Infantry
Count: 1000
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon
Archers
Count: 1000
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon
Cavalry
Count: 500
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon
Cavalry
Count: 500
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
The platoon commanders rode beside Tyr as they crossed the border, then quickly met their specific platoons to relay his orders. The two cavalry platoons were to split off, scouting for enemies but also getting into position to charge potential threads from both sides. The infantry and archers would move towards the city and await a meeting of the commanders, if it was going to happen. Tyr raised his blade again while they were still marching and the infantry, having gotten the hang of this signal and now in unison anyway, gave three distinct clashes of their swords against their shields. Less about fear this time though, Tyr wanted his enemies to know who was coming. Hopefully they might send their commanders out to talk this time.
Troop locations
Orders
First and Second Platoons: March together, await further orders.
Third and Fourth Platoons: Sit on the wings and watch for enemies.
Army Combat Card
First Platoon
Infantry
Count: 1000
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Shield Cover: The infantry now block 20% of damage from incoming ranged attacks.
Pike Wall: The infantry have a fear factor of 1 vs Cavalry. If attacked by Cavalry 35% of the damage received is also dealt to the attacking Cavalry.
Heavy Infantry: The infantry deal an additional 20% total damage to enemy infantry that do not have this upgrade, and an additional 25% damage to archers. The infantry takes 10% less damage from Cavalry.
Second Platoon
Archers
Count: 1000
HP: 1
Dmg: 9
Init: 2
Armor: 3
Skills:
Firing from Cover: When firing from a fortification, forest, or mountain, the archers take 10% less return fire from other ranged attacks.
Accuracy: When firing into a melee allies take 30% of the total damage instead of 50%. Enemies take 20% more damage.
Snipers: When occupying a forest, archers will take up residence in the trees and will fire down upon their enemies. For 1 turn only, the archers in the forest will take no damage from Infantry or Cavalry. The archers will still take damage from ranged attacks as normal. After the turn is up the archers will begin to take damage from Infantry or Cavalry as normal.
Third Platoon
Cavalry
Count: 500
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.
Fourth Platoon
Cavalry
Count: 500
HP: 3
Dmg: 9
Init: 3
Armor: 3
Skills:
Heroic Charge: Cavalry have a 50% chance to ignore any fear effects in play. Cavalry also deal an additional 20% damage when charging in open ground.
Horse Archers: Cavalry may execute a ranged attack instead of a melee attack for 50% of their total damage.
Mounted Advantage: Against Archers and Infantry, the Cavalry deals an additional 30% damage so long as there are no enemy cavalry engaged in the melee.