[6.1] Types of Armies

Each land province has 1 or 2 army types, and a King can recruit only these allowed types and Garrison units in that province. Garrisons cost 1 gold. Other infantry costs 2 gold, and most other types cost 3 gold. See the Army Type Table for exact unit costs.

An army has a quality level of Depleted, Green, Average, Veteran, Crack or Elite. A newly recruited army starts out as Green, except in the home province where they begin as Average armies. Green and Depleted armies always improve to the next level at the end of a turn. At the start of the game, all armies are Average.

When an army leader Practices Tactics, he is taking his armies on training maneuvers. Those armies may have a chance to rise in quality:

DepletedGreen100%
GreenAverage25%
AverageVeteran5%
VeteranCrack1%
CrackElite0.2%

In order for an army to rise to a higher quality, an existing army of that quality must be there to train and inspire it. For example, if a leader has mostly Average armies under his command, there has to be at least 1 Veteran army there if the Average armies are to have any chance of rising in quality. The Veteran army need not be of the same type as the Average armies.

If two leaders Practice Tactics together, their armies are pooled into the same training maneuvers.

[6.2] Movement and Transport

Armies can't move without characters, but may be left in a province to defend it. An army's speed determines how far it can move in a game turn. For example, an army with a speed of 3 can move 3 provinces in one game turn. If any army moves into a province occupied by another enemy army, there is a battle. The army must use up an extra movement point after conquering an enemy land province or fighting a naval engagement. If an army BEGINS a phase in an enemy province and can still move, it uses a movement point to force a battle. The increased army-movement allowed by the March and Naval abilities is always calculated at the moment an army moves.

Land armies can move only on land, unless they are carried by fleets. However, they can be left at sea since it is assumed that each sea has some islands. They will defend the sea province, even against invading navies.

Whales and fleets can enter and exit land provinces, but can't move directly from one land province to another. A fleet can transport two infantry armies (including Trolls and Werebeasts), or one mounted army. Camels and Elephants are considered mounted units for transport purposes.

Mermen move like fleets, except they MAY enter and leave a Parted Sea. They can't transport other units, but may be transported by air units.

Ents may never be transported, and can enter a Sea province only if it has a "Part Sea" spell cast on it.

Air wings (Dragons and Eagles) can move by land or sea and can end a turn at sea. They can transport 1 infantry army apiece.

Armies can't use overland movement and be transported (by sea or air) on the same game turn.

[6.3] ARMY TYPE TABLE

Army TypeCodeStrengthSpeedPayHome terrainAdverse terrainNemesis
GarrisonGA3/111NoneNoneNone
BowmenBO222Forests, JunglesNoneNone
AxemenAX222Forests, MountainsNoneNone
PhalanxPH322PlainsForests, Jungles, SeaLegion
LegionLE322NoneSeaHeavy Cavalry
Light CavalryLC242Plains, DesertNoneChariots, Beasts
Heavy CavalryHC433PlainsForests, Jungles, Mountains, SeaChariots, Beasts
ChariotsCH333Plains, DesertForests, Jungles, Mountains, SeaBeasts
ElephantsEL2 - 523JunglesForests, Mountains, SeaNone
Camel CorpsCC233DesertForests, Jungles, SeaNone
Warg RidersWR333ForestsSeaEagles
Dragon WingDR654NoneNoneBowmen
Eagle WingEA453MountainsForests, JunglesBowmen
WhalesWH543SeaAll other terrainsMermen
FleetFL323SeaAll other terrainsNone
MermenME232Sea, JunglesDesert, MountainsBowmen
EntsEN613Forests, JunglesSea, DesertAxemen, Dragons
TrollsTR523MountainsSeaAxemen
WerebeastsWE333Forests, MountainsSeaNone

Speed: This speed is the number of Provinces an army can move per game turn. Speed also determines the chance of escape from a lost battle.

Strength: Garrison units have a strength of 3 when defending a province, but only 1 when attacking. Basic strength can be modified by the army's race:

If a unit fights in terrain which is listed as home terrain, it gets a +1 modifier to its basic strength. A unit's strength is halved in adverse terrain.

A unit's strength is 2/3 normal when fighting against its nemesis, a troop type which the unit is especially vulnerable against. A unit is a nemesis to it's opponent if it's on the front line or it's an air unit flying against a unit behind the front line. If more than one of your units are eligible to be a nemesis due to overflight or outflanking, one of them is chosen at random.

The actual strength of a unit is the strength multiplied by the quality level (Depleted = 0, Green = 1, Average = 2, Veteran = 3, Crack = 4, Elite = 5). There also exists the strength levels of Sub-Depleted, and Super-Elite. Even though Depleted and Sub-Depleted have a strength multiplier of zero, units still have a small intrinsic strength. Super-Elite signifies a strength multiplier of 6+ as a unit can have several additions to quality above Elite.

When a unit fights a battle in the starting home province of a player-King who owns the unit, it's quality is increased by 1 level.

If a character commanding at a battle has tactical ability, his units are increased in strength by 20% per level (see Tactical and Naval abilities.)

The strength of a defending army is multiplied by 1.25. The side with the better exploration of the contested province will also have up to a 25% advantage, if they have explored 100% of the province and the other side has not explored it.

To explain the events in battle reports, they are basically randomly determined as the turn is processed. Each random event can as much as double the strength of the affected force (but most only multiply it by a factor of 1.5 or less). The first random event affects the whole battle, while succeeding events affect a column of units in a battle line.

An army fighting for a Divine kingdom has a 50% chance of becoming fanatical, while an army fighting for a Good kingdom has a 40% chance of becoming fanatical, thus fighting at the next higher quality level. An army fighting for an Evil kingdom has a 25% chance of becoming fanatical. A Skeletal army fighting under an Undead character has will always be fanatical.

Elephants are unpredictable in battle and can have a strength of anywhere between 2 and 5.

"Beasts" are camels, elephants, werebeasts, wargs and dragons. Horses are frightened of these animals.

Camels: In a desert battle, one camel unit should be present (it sees double duty as as a supply train.) If not, all armies have their quality reduced by 1 level.

Werebeasts: Werebeasts are a collection of outcast Werewolves, Werebears, Were-rats, etc. When Werebeasts defeat the unit opposing them, there is about a 40% chance that the unit will gradually turn into a Werebeast itself. The change will take place after the game turn is over. Only the 4 humanoid races can be "bitten" and become werebeasts. Fleets are never affected by Werebeasts.

Trolls: If they die in battle, they can regenerate: their body parts just crawl back together, although they are reduced 1 step in quality. But since they're perturbed at their commander for getting them killed, they become mercenaries.

Whales: When fighting in any terrain other than Sea, they have zero strength. However, if they lose a battle in such terrain, they can retreat into a Sea hex automatically without fear of being destroyed.

Summary of factors affecting army strength: