Difference between revisions of "Arete Family/Averyll"

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Aeryn's sister, Averyll began her career in Toren, a Theocracy ruled by Pontifex Phear on the South-East continent.  Pontifex Phear is the brother of Count Phlex, her sister's first liege.  Averyll's liege is Duke Cyperus.
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== Overview ==
  
== Military Career ==
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As a mentor, I am responsible for teaching my students the following lessons:
  
=== War with Sandalak ===
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* Recruitment and maintainance of units
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* The chain of command - realm hierarchy, general and ruler
 +
* Basic combat tactics
 +
* Unit settings
  
==== Battle of Toren Stronghold ====
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In other words, I am here to teach you how to be a good soldier, and so this page is dedicated to my students for exactly that purpose.  However, I will also try to answer any other questions you might have, such as how <u>[[taxes]]</u> work or what other <u>[[classes]]</u> will be avaliable to you, so please do not hesitate to ask (using the in-game messaging system, of course).
  
At sunset on June 10th, 2006, Averyll fought her first battle.  It was in defense of the capital of Toren against two units from Sandalak (600 vs 2869).  The next day, Sandalak attacked again with much larger forces (2892 vs 3465).  Averyll and her men were on the front line and inflicted many hits.  Averyll was awarded 5 honour and 5 prestige after 4 hours of conflict.  After losing 11 men hunting for the scattered Sandalak forces, during which she captured 10 soldiers, Sandalak attacked a third time (192 vs 3758).
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== Units ==
  
==== Battle in Fali ====
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* <b>Infantry</b> - Basic melee unit (can only attack units in the same column of the battlefield).
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* <b>Archers</b> - Basic ranged unit (can attack units in adjacent columns, but very weak defense).
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* <b>Cavalry</b> - Very effective against other melee units, but weak defense against ranged units.
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* <b>Mixed Infantry</b> - A ranged unit that is more effective in melee than archers.
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* <b>Special Forces</b> - A melee unit that is very effective against all other unit types.
  
On June 21st (2006) Averyll fought to regain control over the Cave of Guilt (5788 vs. 1724), which Sandalak had taken over the day beforeThe battle was a victory, and Averyll left her men as militiaOn August 15th, Averyll returned from Toren to the battle front to fight at the first Battle of Fali (10691 vs. 8262) where she lost 14 men with an addition 8 being woundedThe battle was a defeat; however, after recruiting and refitting, Averyll returned to the front again to join the second wave against Fali, and on August 23rd the second Battle of Fali (6798 vs. 244) resulted in a successful takeover.
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=== Recruitment ===
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 +
=== Maintainence ===
 +
 
 +
== The Chain of Command ==
 +
 
 +
=== Realm Heirarchy ===
 +
 
 +
=== General ===
 +
 
 +
=== Ruler ===
 +
 
 +
== Basic Combat Tactics ==
 +
 
 +
== Unit Settings ==
 +
 
 +
=== Conduct ===
 +
 
 +
* <b>Evasive</b> - drastically increases the chance to evade combat with enemy units.
 +
* <b>Defensive</b> - only engages enemy units if they engage you.
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* <b>Normal</b> - initiates combat with any enemy units in the region (and sometimes neutral units).
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* <b>Aggressive</b> - engages all enemy and neutral units (and sometimes even allies).
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* <b>Murderous</b> - will attack anyone in the region, possibly even realm-mates and peasants.
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=== Designation ===
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 +
* <b>Regular Army</b> - Standard designation.
 +
* <b>Sentry</b> - Higher combat strength than regular army, but slower travel times (most often used for militia units)
 +
* <b>Police</b> - Diminished combat strength, but not as averse to civil or police work (the only designation avaliable to bureaucrats).
 +
* <b>Vanguard</b> - Faster travel times than regular army, but lower combat strength.
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* <b>Mercenary</b> - Higher morale, but 50% more expensive than regular army (the only designation avaliable to traders).
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=== Field Position ===
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The battlefield is divided into 11 columns (numbered 1 thru 11 from left to right).  The attacking army starts on the left, the defending army on the rght.  If the region has fortifications, then the 5 columes on the right will be colored gray and represent the area of the battlefield behind the fortifications.  Which column your unit will begin in will depend on your field position.
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* <b>Front</b> - If you are attacking, you will start in column 5.  If defending, column 7.
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* <b>Middle</b> - If you are attacking, you will start in column 4If defending, column 8.
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* <b>Back</b> - If you are attacking, you will start in column 3.  If defending, column 9.
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* <b>Rearguard</b> - If you are attacking, you will start in column 2.  If defending, column 10.
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Therefore, columns 1, 6 and 11 are always empty at the beginning of a battle (but they may become occupied as the battle progresses)If the defending units are dug in or are behind fortifications, it is not likely that they will move from column 7 to column 6 until all the attacking melee units are disabled (i.e. wounded, retreated, etc.).  If the region has fortifications, it is very difficult for the attacking units to move from column 6 to column 7 without seige engines.  Ranged units each have their own "range", which equals the number of columns their missles can travel.  Ranged units will only move from toward the enemy if there are no enemy units within their range.
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=== Unit Formation ===
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 +
* <b>Line</b> - Normal defense and attack against both ranged and melee units.
 +
* <b>Box</b> - Improved defense against melee units, but decreased defense against ranged units.
 +
* <b>Wedge</b> - Improved attack against melee units, but decreased defense against melee units.
 +
* <b>Skirmish</b> - Improved defense against ranged units, but decreased defense against melee units.

Revision as of 12:41, 29 September 2006

Overview

As a mentor, I am responsible for teaching my students the following lessons:

  • Recruitment and maintainance of units
  • The chain of command - realm hierarchy, general and ruler
  • Basic combat tactics
  • Unit settings

In other words, I am here to teach you how to be a good soldier, and so this page is dedicated to my students for exactly that purpose. However, I will also try to answer any other questions you might have, such as how taxes work or what other classes will be avaliable to you, so please do not hesitate to ask (using the in-game messaging system, of course).

Units

  • Infantry - Basic melee unit (can only attack units in the same column of the battlefield).
  • Archers - Basic ranged unit (can attack units in adjacent columns, but very weak defense).
  • Cavalry - Very effective against other melee units, but weak defense against ranged units.
  • Mixed Infantry - A ranged unit that is more effective in melee than archers.
  • Special Forces - A melee unit that is very effective against all other unit types.

Recruitment

Maintainence

The Chain of Command

Realm Heirarchy

General

Ruler

Basic Combat Tactics

Unit Settings

Conduct

  • Evasive - drastically increases the chance to evade combat with enemy units.
  • Defensive - only engages enemy units if they engage you.
  • Normal - initiates combat with any enemy units in the region (and sometimes neutral units).
  • Aggressive - engages all enemy and neutral units (and sometimes even allies).
  • Murderous - will attack anyone in the region, possibly even realm-mates and peasants.

Designation

  • Regular Army - Standard designation.
  • Sentry - Higher combat strength than regular army, but slower travel times (most often used for militia units)
  • Police - Diminished combat strength, but not as averse to civil or police work (the only designation avaliable to bureaucrats).
  • Vanguard - Faster travel times than regular army, but lower combat strength.
  • Mercenary - Higher morale, but 50% more expensive than regular army (the only designation avaliable to traders).

Field Position

The battlefield is divided into 11 columns (numbered 1 thru 11 from left to right). The attacking army starts on the left, the defending army on the rght. If the region has fortifications, then the 5 columes on the right will be colored gray and represent the area of the battlefield behind the fortifications. Which column your unit will begin in will depend on your field position.

  • Front - If you are attacking, you will start in column 5. If defending, column 7.
  • Middle - If you are attacking, you will start in column 4. If defending, column 8.
  • Back - If you are attacking, you will start in column 3. If defending, column 9.
  • Rearguard - If you are attacking, you will start in column 2. If defending, column 10.

Therefore, columns 1, 6 and 11 are always empty at the beginning of a battle (but they may become occupied as the battle progresses). If the defending units are dug in or are behind fortifications, it is not likely that they will move from column 7 to column 6 until all the attacking melee units are disabled (i.e. wounded, retreated, etc.). If the region has fortifications, it is very difficult for the attacking units to move from column 6 to column 7 without seige engines. Ranged units each have their own "range", which equals the number of columns their missles can travel. Ranged units will only move from toward the enemy if there are no enemy units within their range.

Unit Formation

  • Line - Normal defense and attack against both ranged and melee units.
  • Box - Improved defense against melee units, but decreased defense against ranged units.
  • Wedge - Improved attack against melee units, but decreased defense against melee units.
  • Skirmish - Improved defense against ranged units, but decreased defense against melee units.