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 How Wars are Waged and Won / How Mercenaries are Used

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Caexi
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Mille Sessau
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Join date : 2011-02-18

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PostSubject: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeSat Apr 09, 2011 11:52 am

How Wars are Waged and Won

Wars are central to Warring Fronts. Diplomacy and trade are just as important, but wars require certain finesse and heavy emphasis on player tactics and moderators attention. In the following paragraphs you'll find out what differences will occur when you begin a war and what you can expect from them.

Immediate Effects of Declaring War
  • Population Growth - Once you declare war, your weekly population growth will not occur. This is to stop the inevitable spamming of units since your military point income is decided from your population growth. If you start a war on Week 1 and have 50,000 people (50 MP), you shouldn't be collecting more Military Points in Week 6 when you have some 55,000 - 60,000 people at your disposal.

  • Military Point Growth - Once you declare war, your weekly military point income will stop. This is also the central process of spamming units. You and the kingdom you're at war with may have just lost 150 Military Points worth of soldiers in a single battle, and under the old system as soon as the kingdom update occurs you'd have those Military Points back plus more! So no longer! Whatever Military Points you have saved up are at your disposal, but no more until peace has been declared.

  • Military Maintenance - During war time, military maintenance is waived as it is considered that the kingdom is dedicated to paying the soldiers as they fight. Military Maintenance is used primarily to keep the numbers of soldiers in a kingdom on a realistic level. No problems here.

  • Happiness - Once you declare war, you will immediately take a -10 Happiness Point deduction. Winning a Major Battle awards +10 Happiness Points, winning a Minor Battle awards +5 Happiness Points. Summarily, losing a Major Battle deducts -10 Happiness Points and losing a Minor Battle awards -5 Happiness Points.


Last edited by Mille Sessau on Sat Apr 09, 2011 5:49 pm; edited 2 times in total
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Mille Sessau
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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeSat Apr 09, 2011 3:41 pm

Mercenaries

How Mercenaries Work
  • Mercenaries are small groups of warriors that can be hired by neighboring kingdoms for use in wars, or whatever purpose they may want. Every kingdom is allowed two different types of mercenaries.

  • Mercenaries have lower morale than native troops. They are getting paid to fight, they don't care about king and country.

  • Mercenaries cannot be hired to fight against their native kingdoms. Mercenaries hired from Mille Sessau will not fight against Sessauans.

  • Mercenaries, once paid are yours until dead, disbanded or routed.

  • Native kingdoms can hire their own native mercenaries as well as other kingdoms that they are not at war with.


Mercenary Template

The following is the Mercenary Template. Every Kingdom may have TWO types of Mercenary Units. Here is the necessary information.

Name: ( What is the name of the group of mercenaries? )
Faction: ( The name of your kingdom. )
Race: ( Must be one of the races in your kingdom, unless you're race is Orc due to their racial bonus ).
Type: ( Warriors, Spearmen, Swordsmen, Skirmishers, Light Cavalry, Heavy Cavalry; Bireme, Trireme or Galley )
Bonus: ( Only ONE may be selected ; Forced March, Ambush, Foragers, Improved Combat in Forest, Improved Combat in Plains, Improved Combat on the Sea, Improved Combat in Mountains, Improved Combat in Desert or High Morale)
Price: (This is the price for 1 company of 100 of them. How much you charge will determine how well they fight. A Heavy Cavalry unit that costs 1 Economic Point will not fight very well.)
Description: (Describe the unit and a little bit of why they are mercenaries).

The number available in the pool for purchase will be determined by a moderator depending on the rarity and complexity of the unit.


Last edited by Mille Sessau on Wed Apr 13, 2011 10:37 pm; edited 9 times in total
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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeSat Apr 09, 2011 3:44 pm

Empire of Mille Sessau

Name: Mille Raiders (8 left in Pool)
Faction: Empire of Mille Sessau
Type: Skirmishers
Bonus: Foragers
Price: 2 Economic Points / Company of 100 men.
Description: The Mille Raiders are native woodsman who have hunted in the area around Saint-Mille for some years. They wear light fur vests, breeches and fur boots. They carry short bows and a quiver of arrows. Their greatest asset is that they can forage for food on their own and do not require the need of supply trains and caravans. They have been hired by the Empire of Mille Sessau in the past during small proxy wars, but are no longer used as the Empire maintains it's own standing army. The best use for Mille Raiders are as a scouting force in plains, forests or even mountains as they can operate independently for large periods of time without having to return for supplies. They are not genuine soldiers, rather hunters however and cannot last in melee combat for very long.

Name: Knights of the Sacellum (3 left in Pool)
Faction: Empire of Mille Sessau
Type: Heavy Cavalry
Bonus: Improved Combat in Plains
Price: 5 Economic Points / Company of 100 men.
Description: Forged in combat and under the will of Van Sessau, the Knights of the Sacellum are the sacred warriors of Mille Sessau. They have been called upon in crusades to bolster the Sessauan armies and ensure that the Cordat of Sessau is heard. They ride heavy Millean steeds that bear platemail armor. The riders as well wear heavy platemail armor and are known by their characteristically themed horse plume helmets, of which they are dyed either blue or gold. In battle they equip huge javelins that are used to run the enemy down and in prolonged melee combat they will unsheath their broadswords and fight from atop their huge steeds.


Last edited by Mille Sessau on Wed Apr 13, 2011 12:44 pm; edited 2 times in total
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Talis
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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeSat Apr 09, 2011 7:08 pm

Guild Union of Shidrus

Name: Shidaran Privateers (4 left in Pool)
Faction: Guild Union of Shidrus
Race: Halflings
Type: Bireme
Bonus: Ambush
Price: 6 Economic Points / Bireme
Description: Shidaran Privateers are civilian ships commonly used to hunt down pirates or raid enemy commerce. They lack the skill in combat to be true naval soldiers, but as very cunning as surprising enemy vessels and capturing them. These skills make them perfect commerce raiders and scouts. They are generally backed by the guilds and their contracts sold off to buyers for a tidy profit.
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Ejrahk




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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeSat Apr 09, 2011 7:41 pm

United Tribes of Ejrahk

Name: Ejrahk Riders (5 left in Pool)
Faction: United Tribes of Ejrahk
Race: Human
Type: Light Cavalry
Bonus: High Morale
Price: 3 Economic Points / Company of 100 men.
Description: All Ejrahk know and are taught is that glory in combat brings unparalleled joy to their god, and is one of her foundational teachings. These riders take it one step further, and will gladly barter for the chance to fight. As most of their country, they refuse to wear any metal armor and instead wear boiled leather. Some spurn even that protection and ride into combat bare chested to display their scars and tattoos. They primarily are used for quick, devastating attacks. Due to their lack of armor and sophisticated weapons, they suffer if engaged in prolonged combat.
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Caexi
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Confederacy of Caexi

Name: Doth'rak (4 left in Pool)
Faction: Confederacy of Caexi
Race: Elves
Type: Light Cavalry
Bonus: Improved Combat in Plains
Price: 3 Economic Points / Company of 100 men.
Description: The Doth'rak are those elves who have been outcast from their houses or have been called to the endless sea of grass. These men and women tend to form a small group of horsemen who roam from place to place enjoying the freedom that the plains give them. Though these elves no longer belong to a house they still love the Confederacy and will die to protect it.
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Ezria




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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeMon Apr 11, 2011 8:11 am

Empire of Ezria

Name: Blood Wings (0 left in Pool)
Faction: Empire of Ezria
Race: Avian
Type: Warriors
Bonus: Ambush
Price: 3 EP / company of 100 men
Description: The Blood Wing's made their names over a hundred and fifty years ago, fighting in the first Avian-Dwarf war for King Zargari the Great and formed an elite cadre of bodyguards for the Royal Household. However, ambition was to be their undoing. They led a palace coup after Zargari's death against his son and chosen heir Ogedi in a bid to place his younger brother on the throne. Ogedi was able to put the insurrection down after much bloodshed. The commander of the Blood Wing's was executed and the members of the bodyguard banished to the most remote parts of the Ezrian mountain chain. However, the Blood Wing's did not die out nor did their deadly art of ambush end with them. The Blood Wing's continued to exist, building a small enclave in the highest peaks of the Ezrian mountains where they trained members of their clan in the Old Ways and now sell their swords. It is even rumored that the current Emperor Casimir used them to assassinate his own father. The Blood Wing's fight with dual swords or blade an buckler, and wear boiled leather to be able to move fast and quietly.

Name: Warriors Sons
Faction: Empire of Ezria
Race: Avian
Type: Swordsmen
Bonus: High Morale
Price: 5 EP / 100 men
Description: Home to veterans, thieves, cut throats, and disgraced nobleman.. the Warriors Sons are a group of desperate men whom have nothing to lose and everything to gain. It's founder and Captain Maizer Corvair whom was impressed after witnessing the efficiency of the Dwarven heavy infantry at the First Battle of Agrina modeled the Son's along similar methods, tactics, and equipment to counter them (though he would never admit that the Dwarve's were superior in any regard to Ezria). The Son's fight with cruel long axes, shields, and wear iron armor.


Last edited by Ezria on Sat Apr 16, 2011 5:21 pm; edited 3 times in total
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Merenaz




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Merenaz Caliphate

Name: Khayfattun Mujahideen (3 left in Pool)
Faction: Merenaz Caliphate
Race: Human
Type: Heavy Cavalry
Bonus: High Morale
Price: 4 EP / Company of 100 men
Description: The Khayfattun may trace back their lineage during the founding of the Khayfath Sultanate. The Sultanate is one of the longest living sultanate before it was conquered by the first grand caliph of the Merenaz Caliphate, Addib, during the Era of Warring States. Prior to that devastating war, the Khayfath is one of the most prosperous and hence powerful sultanate itself, their power extended nearly all of the southern Caliphate which even includes the city of Telmatalhamar, it's neighbors and enemies envy their wealth and power yet could not and dare not attack them. The Khayfattun may attributed this sense of security to their specially trained armed forces, the Mujahiddeen. Supposedly, they are the elite of the elites and many invasion force from the nearby Emirates or Sultanates were repelled by a mere handful of these legendary warriors. Throughout their history, only Addib could boast as the only one to have ever found the Mujahiddeen's weakness and defeated them thus securing his hold in southern Aremmia. Even though their sultanate were destroyed, the Mujahiddeen still endures and now lives in towns and villages scattered throughout the southern caliphate and offer their service to the highest bidder. These powerful warriors with strict military code fights with a giant falchion which they use to chop their mounted or dismounted opponents in two , while adorned in scalemail draped in black cloth. Unlike their counterpart, the more organized and disciplined Farisi Cataphracts, the Mujahiddeen do not rely on cavalry charges to bring pain to their enemy but instead excel in close hand-to-hand combat after the initial charge and their high morale ensures their participation in a battle long after most of their comrades had fallen.
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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeWed Apr 13, 2011 8:37 am

Republic of Ever-Winter

Name: Hammer and Axe (2 left in pool)
Faction: Republic of Ever-Winter
Race: Dwarves
Type: Swordsmen
Bonus: Improved Combat in Mountains
Price: 4 EP / Company of 100 men
Description: The Hammer and Axe Mercenaries are a small group of warriors that left the Military Service of the Republic for various reasons. Some are retired and dwarves past their prime but have such a wealth of knowledge that they can properly instruct the younger dwarves within the unit. Most of the dwarves left the military service because it was simply too strict for their liking, finding them more welcomed within such a band of mercenaries. A select few are dwarves that were dishonorably discharged from military service finding that as long as you can fight and don't get into too much trouble the Hammer and Axe would take you in. The current owner Grim Golden took his mercenary unit out of the mountain to the new lands of the Republic of Ever-Winter past South Entrance. There, they, along with their family, set up a small town where other dwarves came to as well. The Mercenary group known as Hammer and Axe was given a small plot land surrounding thier town by the Regent to ensure that a force would be present outside that would protect their property, one that even the finest of the Republic would think twice about before engaging. Although an Elite group of soldiers the mercanary group has remained a small knit group throughout their long years of service.
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PostSubject: Re: How Wars are Waged and Won / How Mercenaries are Used   How Wars are Waged and Won / How Mercenaries are Used Icon_minitimeWed Apr 13, 2011 10:35 pm

Holds of Karag Mor

Name: Barak Ironguard (3 left in Pool)
Faction: Dwarven Hold's of Karag Mor
Race: Dwarf
Type: Swordsmen
Bonus: High Morale
Price: 5 EP / Company of 100 men
Description: The Ironguard are an ancient order founded during the creation of Karag Barak. At the time the lack of Forge Guard in Karag Barak left it undermanned and unguarded. It was decided by the Forge Masters of the City that a Regiment of Heavy Infantry should be formed to serve the same purpose yet be more flexible in it's recruitment terms. Taken from any Clans, Ironguard once formed the backbone of Karag Barak's Defenses. As of late they have become outdated, replaced as more Forge Guard Formations are deployed to the Forges of Karag Barak. They now serve as Mercenary Companies, willing to fight and die for their new masters yet not losing heart of their homelands. Each Ironguard holds the hope that one day their Brotherhood will return to Karag Barak as it's Guardians once more.|
Equipment: Each is given full plate, a solid steel roundshield, and any melee weapon they fancy. Another common practice is to wear a back banner with their Clan's sigil emblazoned on it.



Name: Gymnir's Quarreller's (3 left in Pool)
Faction: Dwarven Hold's of Karag Mor
Race: Dwarf
Type: Skirmishers
Bonus: Ambush
Price: 4 MP / Company of 100 Men
Description: Gymnir's Quarrellers are a select band of Rangers formed several Centuries ago by their fabled Boyar Gymnir the Deadeye. Originally trained to be used in hunting down a band of marauding Orcs in the mountain passes, they quickly became Crossbow's for hire. Similar to their Ranger counterparts, the Quarrellers have been given leave by the King to sell themselves out to the highest bidder in order to make a profit for the Holds. So far the Quarrellers have proven their worth, fighting in numerous conflicts as Line Skirmishers for larger armies. Their accuracy is renowned throughout the Holds, each Quarreller expected to be able to split an apple from two hundred yards.
Equipment: Given Mail Lorica's of fine quality, long coats and green hooded capes. Each is armed with their signature Quarrel Crossbow, a heavy version of the one used by standard Rangers, a Steel Round Shields, and Dwarven Short Swords.
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