Difference between revisions of "Unit Orders"

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[[Category: War]]
 
[[Category: War]]
  
===Unit Settings===
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Orders are how you tell your troops to behave and where to go.  You issue orders to your men, which are passed down by your General.  The General issues orders to a group of people whom he wants to attack or defend against.  Those orders come down in the form of a message to the list of Troop Leaders he selects.  Each noble has the right to take the orders and do with them as they wish.  However, it is normal practice to follow your General's orders, or you could receive fines, bans or even be executed.
  
* Orders are how you tell your troops to behave and where to go.  You issue orders to your men, which are passed down by your General.  The General issues orders to a group of people whom he wants to attack or defend against.  Those orders come down in the form of a message to the list of Troop Leaders he selects.  Each noble has the right to take the orders and do with them as they wish.  However, it is normal practice to follow your General's orders, or you could receive fines, bans or even be executed.
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The General is the supreme commander of the Military, but there are also [[Marshal|Marshals]] who can take command of the battle field for the ones who report to them and their allies as they form up on the field.
  
* The General is the supreme commander of the Military, but there are also [[Marshal|Marshals]] whom can take command of the battle field for the ones who report to them and their allies as they form up on the field.
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==Unit Settings==
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:''For details, see the article on [[Unit Settings]]''
  
* You set your unit's behavior, line settings and strategy for battle under "Paperwork".   
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You set their conduct, designation, formation, and field location for battle under "Paperwork".   
  
* You can designate your [[Unit#Infantry|army]] as a particular type of unit: Regular Army, Vanguard, Police Force, "Sentries" or "Mercenary Troops".   
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* You can set their conduct: "Murderous", "Aggressive", "Normal", "Defensive" or "Evasive".   
* You also tell them where to line up: "Front", "Middle", "Back" or "Rear Guard".   
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* You can designate their unit type: "Regular Army", "Vanguard", "Police Force", "Sentries" or "Mercenary Troops".   
* You can set their behavior: "Murderous", "Aggressive", "Normal", "Defensive" or "Evasive".   
+
* You can tell them how to form their lines (formation): "Line", "Box", "Wedge" or "Skirmish".   
* You can tell them how to form their lines: "Line", "Box", "Wedge" or "Skirmish".   
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* You can tell them where to line up (field location): "Front", "Middle", "Back" or "Rear Guard".   
  
* All of these settings are critical for every battle that is fought.
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An army that well orchestrates these settings can beat an army that outnumbers them.  In some cases, a General may want to set their lines to stagger, so that some troops are in the first row, some in the second, and others in the third.  This may reduce casualties when fighting a much larger enemy and if the enemy's settings are incorrect, allow the smaller army to defeat them.
  
* An enemy army who well orchestrates their unit orders or "Line Settings" as they are commonly called, can beat an army that outnumbers them.  In some cases, a General may want to set their lines to stagger, so that some troops are in the first row, some in the second, and others in the third.  This allows for less casualties when fighting a much larger enemy.  And, if the enemy is larger and their line settings are set incorrectly, it is possible to defeat them.
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==Orders==
  
===Orders===
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You can order your men to do various tasks depending on their unit type and the career you've chosen.  Below are some of the commands available to your troops
  
* You can order your men to do various tasks depending on their unit type and the career you've chosen. Below are some of the commands available to your troops
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===For the Unit===
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====[[Unit#Equipment Damage|Repair Equipment]]====
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Repair your damaged equipment.  This costs gold and time, depending on how badly damaged your equipment is. Equipment can only be repaired 2% in towns and 7% in strongholds, but fully in cities. (Can only be done if there are weapon or armour smiths in the region.)
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====[[Unit#Morale|Pay your men]]====
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This is good to do if they haven't been paid for several days, or you are trying to keep up spirits.  Sometimes it works for that, sometimes it doesn't.
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====Rest troops or Field Camp====
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Tell your men to rest and relax. Resting troops can sometimes help boost morale and can also be used to delay your arrival while travelling.
  
* <u>[[Unit#Morale|Pay your men]]</u>: This is good to do if they haven't been paid for several days, or you are trying to keep up spirits.  Sometimes it works for that, sometimes it doesn't.
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====[[Training]]====
* <u>Rest troops</u>:  Resting troops can sometimes help boost morale.
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You can put your men to work upping their statistics by having them do light, normal or heavy training.  Unit cohesion and Combat strength usually go up when you do this, however your equipment is damaged and morale usually decreases.
* <u>[[Training]]</u>: You can put your men to work upping their statistics by having them train for light, normal or heavy.  Unit cohesion and Combat strength usually go up when you do this, however your equipment is damaged and morale decreases.
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====[[Unit#Naming a Unit|Rename unit]]====
* <u>Abandon your unit</u>: If you want to trade in your soldiers for some archers, you can abandon your unit, and set them as militia.  However, you have to have enough gold to pay them to abandon them.
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Change the name of your unit to something deceptive, or cooler.  Costs money, and sometimes causes a drop in morale of you troops.
* <u>Send out scouts</u>: Send out your scout to see what's in enemy lands, or in your own.  Skilled infiltrators will not show up on a scout report, normally.
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====Abandon your unit====
* <u>Buy Paraphernalia</u>:  Pick up things like, banners, healers, scouts, carts, etc.
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If you want to trade one type of soldiers for another (i.e. infantry for archers), you can abandon your unit, and set them as militia.  However, you have to have enough gold to pay them to abandon them.
* <u>Abandon Paraphernalia</u>:  This allows you to dump things like, banners, healers, scouts, carts, etc.
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====[[Looting|Loot]]====
* <u>[[Looting|Loot]]</u> a region:  This allows you to steal gold, burn food or destroy things to harm your enemies resources.
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This allows you to steal gold, burn food or destroy things to harm your enemies resources.
* <u>Raze Fortification</u>:  This allows you to destroy structures such as walls, infantry centers, etc.
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====Raze Fortification====
* <u>[[Unit#Equipment Damage|Repairs]]</u>:  You can repair your damaged equipment.  This costs gold and time, depending on how badly damaged your equipment is.  equipment can only be repaired 2% in towns and 7% in strongholds, but fully in cities, assuming a smith is there.
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This allows you to destroy structures such as [[fortification]]s, [[Recruitment Centre|recruitment centres]], etc.
* <u>[[Unit#Morale|Entertainment]]</u>:  Treating your men to some entertainment helps increase their morale.
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====Demolish====
* <u>[[Civil Work]]</u>:  Repairing local infrastructures is a good way to win over the hearts and minds of a region, or to simply get production levels up, allowing for increased food and gold production.
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Demolish is used to focus your troops on destroying a single recruiting center or other building.
* <u>Police Work</u>:  Your unit has to be set to "Police" in order to do this, but you can patrol streets, join in on raids, all of which has an affect on the region, either by gaining more control of a region, or causing morale and loyalty to drop.
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* <u>Hang Rebels</u>:  The ability to hang rebels will get a region that is revolting under control quickly.  It does cost heavy morale loss in a region, so be sure to ask permission of your general before hanging rebels.
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====[[Unit#Morale|Entertainment]]====
* <u>Dig In</u>:  When your army is not in a city or stronghold, they can dig in and build minor protections against an invading army.  This allows for less damage when behind these fortifications.  You will WANT your units to be set to defensive and in the back in order to take advantage for the "Dig In" command.
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Treating your men to some entertainment helps increase their morale.
* <u>Hunt Enemies</u>:  After a victory, tell your men of 20 or more, to hunt down any enemies who have fled.  Beware, on occasion, it's been told that the hunting party was destroyed or taken more casualties than the enemy they are hunting, but that is very rare.
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====[[Civil Work]]====
* <u>Forage Battlefield</u>:  If your unit stayed for the fight, and you won the battle, you'll be able to repair your equipment damage by searching the battlefield for left over equipment.
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Repairing local infrastructures is a good way to win over the hearts and minds of a region, or to simply get production levels up, allowing for increased food and gold production.
* <u>[[Unit#Naming a Unit|Rename unit]]</u>:  Change the name of your unit to something deceptive, or cooler.  Sometimes causes a drop in morale of you troops and costs money.
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====[[Police work|Police Work]]====
* <u>Leave Wounded</u>: Leaving your wounded behind is a dishonorable thing to do, will cause you to loose honor or prestige.
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Your unit has to be set to "Police" in order to do this, but you can patrol streets, join in on raids, all of which has an affect on the region, either by gaining more control of a region, or causing morale and loyalty to drop.
<hr>
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====Hang Rebels====
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The ability to hang rebels will get a region that is revolting under control quickly.  It does cause a heavy morale loss in the region, so be sure to ask permission of your general before hanging rebels. (Can only be done in a region in your own realm.)
 +
====Dig In====
 +
When your army is not in a city or stronghold, they can dig in and build minor protections against an invading army.  Troops take less damage when behind these fortifications.  You will WANT your units to be set to defensive and in the back in order to take advantage from the "Dig In" command. This can be done in regions without [[fortification]]s or with only a palisade.
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 +
====Hunt Enemies====
 +
After a victory, if you have 20 or more men, you can order them to hunt down any enemies who have fled.  Beware, on occasion, it's said that the hunting party can be destroyed or take more casualties than the enemy they are hunting, but that is very rare.
 +
====Forage Battlefield====
 +
If your unit stayed for the fight, and you won the battle, you'll be able to repair your equipment damage by searching the battlefield for left over equipment.
 +
====Leave Wounded====
 +
Leaving your wounded behind with local healers is a dishonorable thing to do, and will cause you to loose honor and prestige.  This can only be done in friendly towns, cities, or strongholds. (You can't just ditch them in the middle of no where. That's murder.) (Can only be done in a friendly City, Townsland or Stronghold region.)
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====Take-over====
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Start a [[takeover]] of the current region.
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===For paraphernalia===
 +
====Send out scouts====
 +
Send out your scout to see what's in enemy lands, or in your own.  Skilled infiltrators will not show up on a scout report, normally.
 +
====Buy Paraphernalia====
 +
Purchase banners, healers, scouts, carts, etc.
 +
====Abandon Paraphernalia====
 +
This allows you to dump things like banners, healers, scouts, carts, etc.

Latest revision as of 06:42, 17 January 2010


Orders are how you tell your troops to behave and where to go. You issue orders to your men, which are passed down by your General. The General issues orders to a group of people whom he wants to attack or defend against. Those orders come down in the form of a message to the list of Troop Leaders he selects. Each noble has the right to take the orders and do with them as they wish. However, it is normal practice to follow your General's orders, or you could receive fines, bans or even be executed.

The General is the supreme commander of the Military, but there are also Marshals who can take command of the battle field for the ones who report to them and their allies as they form up on the field.

Unit Settings

For details, see the article on Unit Settings

You set their conduct, designation, formation, and field location for battle under "Paperwork".

  • You can set their conduct: "Murderous", "Aggressive", "Normal", "Defensive" or "Evasive".
  • You can designate their unit type: "Regular Army", "Vanguard", "Police Force", "Sentries" or "Mercenary Troops".
  • You can tell them how to form their lines (formation): "Line", "Box", "Wedge" or "Skirmish".
  • You can tell them where to line up (field location): "Front", "Middle", "Back" or "Rear Guard".

An army that well orchestrates these settings can beat an army that outnumbers them. In some cases, a General may want to set their lines to stagger, so that some troops are in the first row, some in the second, and others in the third. This may reduce casualties when fighting a much larger enemy and if the enemy's settings are incorrect, allow the smaller army to defeat them.

Orders

You can order your men to do various tasks depending on their unit type and the career you've chosen. Below are some of the commands available to your troops

For the Unit

Repair Equipment

Repair your damaged equipment. This costs gold and time, depending on how badly damaged your equipment is. Equipment can only be repaired 2% in towns and 7% in strongholds, but fully in cities. (Can only be done if there are weapon or armour smiths in the region.)

Pay your men

This is good to do if they haven't been paid for several days, or you are trying to keep up spirits. Sometimes it works for that, sometimes it doesn't.

Rest troops or Field Camp

Tell your men to rest and relax. Resting troops can sometimes help boost morale and can also be used to delay your arrival while travelling.

Training

You can put your men to work upping their statistics by having them do light, normal or heavy training. Unit cohesion and Combat strength usually go up when you do this, however your equipment is damaged and morale usually decreases.

Rename unit

Change the name of your unit to something deceptive, or cooler. Costs money, and sometimes causes a drop in morale of you troops.

Abandon your unit

If you want to trade one type of soldiers for another (i.e. infantry for archers), you can abandon your unit, and set them as militia. However, you have to have enough gold to pay them to abandon them.

Loot

This allows you to steal gold, burn food or destroy things to harm your enemies resources.

Raze Fortification

This allows you to destroy structures such as fortifications, recruitment centres, etc.

Demolish

Demolish is used to focus your troops on destroying a single recruiting center or other building.

Entertainment

Treating your men to some entertainment helps increase their morale.

Civil Work

Repairing local infrastructures is a good way to win over the hearts and minds of a region, or to simply get production levels up, allowing for increased food and gold production.

Police Work

Your unit has to be set to "Police" in order to do this, but you can patrol streets, join in on raids, all of which has an affect on the region, either by gaining more control of a region, or causing morale and loyalty to drop.

Hang Rebels

The ability to hang rebels will get a region that is revolting under control quickly. It does cause a heavy morale loss in the region, so be sure to ask permission of your general before hanging rebels. (Can only be done in a region in your own realm.)

Dig In

When your army is not in a city or stronghold, they can dig in and build minor protections against an invading army. Troops take less damage when behind these fortifications. You will WANT your units to be set to defensive and in the back in order to take advantage from the "Dig In" command. This can be done in regions without fortifications or with only a palisade.

Hunt Enemies

After a victory, if you have 20 or more men, you can order them to hunt down any enemies who have fled. Beware, on occasion, it's said that the hunting party can be destroyed or take more casualties than the enemy they are hunting, but that is very rare.

Forage Battlefield

If your unit stayed for the fight, and you won the battle, you'll be able to repair your equipment damage by searching the battlefield for left over equipment.

Leave Wounded

Leaving your wounded behind with local healers is a dishonorable thing to do, and will cause you to loose honor and prestige. This can only be done in friendly towns, cities, or strongholds. (You can't just ditch them in the middle of no where. That's murder.) (Can only be done in a friendly City, Townsland or Stronghold region.)

Take-over

Start a takeover of the current region.

For paraphernalia

Send out scouts

Send out your scout to see what's in enemy lands, or in your own. Skilled infiltrators will not show up on a scout report, normally.

Buy Paraphernalia

Purchase banners, healers, scouts, carts, etc.

Abandon Paraphernalia

This allows you to dump things like banners, healers, scouts, carts, etc.