Mechanics of the War
Rules of Warfare:
Coordinating an invading army is a herculean task. The following information exists to help the leadership of the army make best use of its forces. These guidelines govern the movements of troops and the requisitioning of supplies and army members throughout the day. A competent commander is one who reads and understands all of the information below.
Important Terms and Designations:
Turn Order: The war will be separated into a number of 'turns' that each represent the passing of a set amount of time. Each turn has three phases that happen in order.
Troop Representation: On the war map, troops will be represented by game pieces. Heroes will be represented by chessmen of different colors, and each individual hero will correspond to an individual, labeled, chessman. Heroes will choose chessmen to represent them on Saturday morning. Rank and File Militia members (Chimeron Militia NPCs) will be represented by green poker chips. Enemy troops will be represented by black poker chips and black chessmen. The war map will also contain one token per battlefield to represent which army has control over each territory.
Troop Organization: All troops must be organized into one or more units. Units are sets of heroes and Rank and File Militia that move together as a group on the map. The entirety of the heroes in attendance may be organized into one single unit or may split up into as many as three total units. Any number of Rank and File Militia members may be in a unit, but no unit may consist of only Rank and File Militia members; there must be at least one hero in each unit. To organize a group of troops into a unit, place the game pieces representing them on a single movement tray.
Troop Combining and Reorganization: Multiple units may be in one battlefield space at a time. When more then one unit is present in the same battlefield before the battle begins, they participate in the battle together as if they are one unit. It is possible that approaching a battlefield from more than one angle with more than one unit may grant a tactical advantage. After the battle is over and before movement into new battlefields, units that are present on the battlefield may trade members and/or split into additional units as long as each unit has within it at least one hero and there are no more than three units total.
Defending Troops: It is possible to leave troops in your army behind in a battlefield that you have control of. These troops are simply removed out of the unit that they were members of and placed in that battlefield on the War Map. These defending troops may be a mix of heroes and rank and file militia, or just one or the other. These defending troops are not part of a unit. They may not be issued movement orders unless they become part of another unit during troop reorganization. They may only move if that movement is a part of the special ability gained when an entire region is controlled; being able to be moved to a battlefield within that region immediatly before it is attacked (see below). These defending troops are there to react to a movement into that space and subsequent attack from an enemy unit. They will have the ability to fight in the battlefield as defenders and try to stop the attacking unit from gaining control of that battlefield. If there happens to be a unit from your army in a battlefield that is being attacked by the enemy, that unit will be treated as defending troops for that battle.
Moving and Fighting a Battle: If, during the movement phase, a unit moves into a battlefield that you do not have control of, it is possible that a battle may occur. If there are no enemy forces in that battlefield then the battlefield immediately transfers to your army's control. There will be no battle phase for that unit on that turn. If there are any enemy troops on that battlefield, then a battle will occur to determine who is in control of that battlefield. The type of battle and the victory conditions for each side have many variations, and only judicious use of 'Knowledge of the Omniscient Scout' and 'Boon of the Peerless Veteran Warrior' may grant specific knowledge of those victory conditions before your unit actually commits to the battle.
At the end of the battle, if your army is successful, all of your unit(s) that moved into that battlefield remain there and that unit will then take its planning phase of the turn. Depending on how close to victory the enemy came, your unit may lose some number of Rank and File militia poker chips if there are any in the unit, symbolizing the cost of that victory for your army (note: the Medical Tent in your war camp will help abate those losses). Enemy Rank and File Militia that were in that battlefield are killed and removed from the War Map, and enemy heroes must immediately move to one of the closest battlefields that their army controls, whether they were alive or dead at the end of the battle.
If, at the end of the battle your army is not successful, your units that were attempting to move into that battlefield must retreat back to the battlefield that they moved from. If that battlefield that they moved from has since left their control, they must move their army to the closest battlefield that is under your army's control. All of the Rank and File militia that participated in that battle are eliminated and removed from the board, unless you have the bonus from a Medical Tent which reduces that loss.
If you are defending against an enemy 'movement and attack' into a battlefield that you control, then your defending troops may attempt to reach a victory condition in the battle that allows them to repel the enemy attack. If you win, the enemy must retreat to the battlefield it moved from. If you lose, your defending troops that are heroes must retreat to the nearest battlefield under your control, and your defending Rank and File Militia are eliminated (except for those saved by a Medical Tent).
If an enemy is moving into a battlefield that your army controls, and your arny is in control of the entire region as well, The Commander of the Army may make use of a special bonus. Immediatly before the battle they may take any other defending troops that are in that region and move them into the battlefield that is about to be attacked. The commander of the army may only move defending troops in that region and they may only be moved into the battlefield under attack.
Troops in the Army: In every battle, the participants are determined by which heroes are a part of the units involved. All of the heroes that are represented by a game piece in that battlefield participate in the battle as themselves, with all of their skills and abilities brought to bare. All of the players who have heroes that are elsewhere on the War Map will still participate in the battle, however, they will don militia tabards and be the Rank and File Militia for that fight. In every single battle, every player has the option of participating, either as the hero that is in that battlefield and part of the unit(s) that are battling, or as an 'unnamed' NPC militia member.
Even if there are zero Rank and File Militia chips with a unit, all players may still become Rank and File Militia members for that battle. Because there are no green chips in that unit, however, the Rank and File Militia members do not get any respawns. Each green chip in the unit respresents a single respawn for each Rank and File Militia member. There will be a respawn point designated on each type of battlefield and Rank and File Militia members will respawn there when they die.
Rank and File Militia member fighters are unarmored (unless you have the capability bonus of The Smithy) and may use any weapon combination. Rank and file militia members may, instead of the fighters described above, be 'healers' if you have the capability bonus of the spell tower. Healers have the following abilities: A single weapon no longer than 3'8”. No armor (even if The Smithy exists). Heal Limb. 3 castings of Raise Dead. 1 casting of Combat Raise Dead.