Difference between revisions of "Militia"

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Existing militia units can be reinforced by the [[Region_Command|local lord]], but are otherwise not automatically replaced. This means that even without combat, their numbers will drop slowly, and over time they will disappear. For larger units, this is a very slow progress, and a militia unit placed in a region will still be around months, sometimes years later. Smaller units, however, sometimes disintegrate in a matter of weeks.
 
Existing militia units can be reinforced by the [[Region_Command|local lord]], but are otherwise not automatically replaced. This means that even without combat, their numbers will drop slowly, and over time they will disappear. For larger units, this is a very slow progress, and a militia unit placed in a region will still be around months, sometimes years later. Smaller units, however, sometimes disintegrate in a matter of weeks.
  
A troop leader can place his unit as militia by travelling to that region and then selecting "Abandon your unit..." and then "Set up the unit as a local militia."  Note that this option is not present for new knights.  It may require some time in the game (between 23 and 26 days, if so), or a certain honour level (at least 13 if so) before it is available to new knights.
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A troop leader can place his unit as militia by travelling to that region and then selecting "Abandon your unit..." and then "Set up the unit as a local militia."  Note that this option is not present for new knights.  It may require some time in the game (between 24 and 26 days, if so), or a certain honour level (at least 13 if so) before it is available to new knights.
  
 
If the unit is big enough, a troop leader can choose to set down only half of his troop as militia.  In this case, the other half is retained by the troop leader, which keeps the captain and the unit's stats for the half retained by the troop leader.
 
If the unit is big enough, a troop leader can choose to set down only half of his troop as militia.  In this case, the other half is retained by the troop leader, which keeps the captain and the unit's stats for the half retained by the troop leader.
  
 
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Revision as of 14:34, 19 August 2011

Militia are troops that belong to a region rather than to a particular troop leader. They are paid out of the region's tax gold before the region commander gets a share. When they are set up, they lose all their previous settings and designations (front/back, sentry/army, etc), and set themselves up specifically as militia.

Militia dig in whenever they get the opportunity, and will automatically re-assemble if they've been scattered or forced to retreat in battle.

Existing militia units can be reinforced by the local lord, but are otherwise not automatically replaced. This means that even without combat, their numbers will drop slowly, and over time they will disappear. For larger units, this is a very slow progress, and a militia unit placed in a region will still be around months, sometimes years later. Smaller units, however, sometimes disintegrate in a matter of weeks.

A troop leader can place his unit as militia by travelling to that region and then selecting "Abandon your unit..." and then "Set up the unit as a local militia." Note that this option is not present for new knights. It may require some time in the game (between 24 and 26 days, if so), or a certain honour level (at least 13 if so) before it is available to new knights.

If the unit is big enough, a troop leader can choose to set down only half of his troop as militia. In this case, the other half is retained by the troop leader, which keeps the captain and the unit's stats for the half retained by the troop leader.

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