Factions as armies
Posted: Tue Jun 13, 2017 8:33 am
I've read the different rules about armies i found and am mildly satisfied with them.
I want to use such rules in the first age setting for War of Wrath.
That's what i came up with. Any comments welcome.
FACTIONS AS ARMIES AND GARRISONS
Mustering an army.
• When a character successfully influences a faction, by default he leaves it as a garrison at that site, playing the card in your marshalling point pile as usual.
• A leader can tap during site phase to take control of a garrison under your control (by default, a faction in your marshalling point pile garrisons its site), if at the site where the faction is playable.
Leader does not need to tap if he just influenced the faction (he normally is already tapped for doing so). Such a controlled faction is called an army.
Controling an army
• An army has a mind value: the leader uses direct influence to control it.
• If controlling leader dies or is discarded, the army can be transferred to another unwounded leader, or goes back to his home site as a garrison (your marshalling point pile).
• To influence a faction that moved you must be at the factions current location (at his home site if it is in the Marshalling Point pile).
Garrison
• A leader may decide to resume control of an army during the organization phase if you control the site. Place faction card under the site if not at his home site : the faction becomes garrisoned at that site. Place faction card with the site, or in the pile.
Moving an army.
• An army has a move stat. Default is 2 regions. A company with an army cannot use cards that allow a company to move faster, unless specified.
• Factions played under control of a leader are considered to be at that leader's site.
Combat stats for armies & garrisons.
• An army has a prowess stat (average should be marshalling point value + 7).
• An army has a defined number of attacks (average should be 2).
• An army has a “body” (morale), average should be equal to its influence difficulty.
Interaction between companies and armies.
• Army entering normal site.
When a company with an army enters a non garrisonned site you do not control, said army must face the first strike of each automatic attack. If more than one army, each army takes a strike (defender chooses).
• Company entering garrisonned site.
When a company with an army enters a garrisonned site you do not control, the company faces an additional automatic attack (see garrison's stats) then its army must face garrison's army in army versus army combat.
• Army entering garrisonne dsite.
When a company with no army enters a garrisonned site you do not control, the company faces an additional automatic attack (see garrison's stats).
• Movement / hazard phase against a company with an army.
An army gives a bonus to prowess of all characters and allies in the leader’s company, equal to its marshalling point value. If more than one army in the company, use highest value. A leader must chose a value corresponding to an army he controls.
Combat versus army or site combat
• Standard modifications to a faction’s prowess:
o A demoralized army: -2.
o An army not tapping vs a strike: -3.
o A garrisoned faction: +1 (+2 if at their home site)
• If the army fails a strike against another army or from an automatic attack while attacking a site:
o If the Army fails a body check, it is disbanded : discard it (they flee).
o If the army succeeds a body check, it is demoralized : “wound” it.
Combat versus army.
o To resolve an army versus army battle, use rules, each army being a character.
o Company with another company combat must be resolved after army versus army battle is done.
o A company with an army cannot be attacked in company versus company combat (you have to use a specific card).
Untap and heal phase.
• A demoralized army is “healed” if at his home site and it is not besieged.
• A leader can tap to “heal” a controlled faction. Roll an influence check, if successful faction is healed. Or make a card?
Miscelleanous :
• Factions, like allies, cannot be taken prisoner.
• Armies can only benefit from prowess bonuses that specify work on armies.
• Cards that cancel an attack or strike can not be played to avoid army versus army combat unless they specify working on armies.
• Only a faction in your Marshalling Point pile (garrisoned at his home site) can undertake a Long Grievous Siege.
Controling a site :
• Default rule is that a hero leader controls Free-holds or Border-holds, and that a minion leader controls Shadow-holds and Dark-holds.
• If you have an unwounded army and entered the site and ennemy has no army garrisonne dhere, you control the site.
• An army who is at the same site as an enemy garrison is besieging the site, garrison is besieged.
I want to use such rules in the first age setting for War of Wrath.
That's what i came up with. Any comments welcome.
FACTIONS AS ARMIES AND GARRISONS
Mustering an army.
• When a character successfully influences a faction, by default he leaves it as a garrison at that site, playing the card in your marshalling point pile as usual.
• A leader can tap during site phase to take control of a garrison under your control (by default, a faction in your marshalling point pile garrisons its site), if at the site where the faction is playable.
Leader does not need to tap if he just influenced the faction (he normally is already tapped for doing so). Such a controlled faction is called an army.
Controling an army
• An army has a mind value: the leader uses direct influence to control it.
• If controlling leader dies or is discarded, the army can be transferred to another unwounded leader, or goes back to his home site as a garrison (your marshalling point pile).
• To influence a faction that moved you must be at the factions current location (at his home site if it is in the Marshalling Point pile).
Garrison
• A leader may decide to resume control of an army during the organization phase if you control the site. Place faction card under the site if not at his home site : the faction becomes garrisoned at that site. Place faction card with the site, or in the pile.
Moving an army.
• An army has a move stat. Default is 2 regions. A company with an army cannot use cards that allow a company to move faster, unless specified.
• Factions played under control of a leader are considered to be at that leader's site.
Combat stats for armies & garrisons.
• An army has a prowess stat (average should be marshalling point value + 7).
• An army has a defined number of attacks (average should be 2).
• An army has a “body” (morale), average should be equal to its influence difficulty.
Interaction between companies and armies.
• Army entering normal site.
When a company with an army enters a non garrisonned site you do not control, said army must face the first strike of each automatic attack. If more than one army, each army takes a strike (defender chooses).
• Company entering garrisonned site.
When a company with an army enters a garrisonned site you do not control, the company faces an additional automatic attack (see garrison's stats) then its army must face garrison's army in army versus army combat.
• Army entering garrisonne dsite.
When a company with no army enters a garrisonned site you do not control, the company faces an additional automatic attack (see garrison's stats).
• Movement / hazard phase against a company with an army.
An army gives a bonus to prowess of all characters and allies in the leader’s company, equal to its marshalling point value. If more than one army in the company, use highest value. A leader must chose a value corresponding to an army he controls.
Combat versus army or site combat
• Standard modifications to a faction’s prowess:
o A demoralized army: -2.
o An army not tapping vs a strike: -3.
o A garrisoned faction: +1 (+2 if at their home site)
• If the army fails a strike against another army or from an automatic attack while attacking a site:
o If the Army fails a body check, it is disbanded : discard it (they flee).
o If the army succeeds a body check, it is demoralized : “wound” it.
Combat versus army.
o To resolve an army versus army battle, use rules, each army being a character.
o Company with another company combat must be resolved after army versus army battle is done.
o A company with an army cannot be attacked in company versus company combat (you have to use a specific card).
Untap and heal phase.
• A demoralized army is “healed” if at his home site and it is not besieged.
• A leader can tap to “heal” a controlled faction. Roll an influence check, if successful faction is healed. Or make a card?
Miscelleanous :
• Factions, like allies, cannot be taken prisoner.
• Armies can only benefit from prowess bonuses that specify work on armies.
• Cards that cancel an attack or strike can not be played to avoid army versus army combat unless they specify working on armies.
• Only a faction in your Marshalling Point pile (garrisoned at his home site) can undertake a Long Grievous Siege.
Controling a site :
• Default rule is that a hero leader controls Free-holds or Border-holds, and that a minion leader controls Shadow-holds and Dark-holds.
• If you have an unwounded army and entered the site and ennemy has no army garrisonne dhere, you control the site.
• An army who is at the same site as an enemy garrison is besieging the site, garrison is besieged.