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The dead, the maimed, the walking wounded.

Overview

Both sides involved in a campaign take casualties. This is represented by a reduction in their effective fighting strength.

Casualties represent fatalities, permanent damage to equipment and lost resources. Thanks to easy availability of magical, herbal and surgical healing, injured soldiers are generally restored to full fighting fitness within a short period of time, and are not counted as casualties.

Calculating casualties

Each side in a campaign normally inflicts casualties on the other side equal to one tenth of its fighting strength. The casualties are split among all the armies present in the territory based on the orders submitted by the generals on both sides, the outcome of the campaign, and the actions of player characters during time-in as a guide. However the armies of a side are assumed to stand and fight together, it is not possible to pick of an enemy army.

An army that falls below 1,000 army strength is disbanded, routed, or annihilated. It is effectively destroyed and ceases to exist as a significant force although individual soldiers may still survive.

E.g. There are three full strength Dawnish armies fighting in the Barrens. They have a total fighting strength of 15,000 so they will inflict 1500 casualties on the opposing forces. The precise number of casualties may be adjusted due to the orders submitted and any appropriate rituals in place as well as any battles that have taken place.

The casualties are split equally between the enemy armies present and then the casualties each army incurs is adjusted based on the order submitted for that army.

Resupply

Army Resupply

An army that has suffered casualties and is below full strength can be resupplied. Resupply represents new equipment and materials, and new recruits to replace the dead.

An army cannot normally regain strength while in a contested territory. To be resupplied, a campaign army must be in a territory controlled by its allies, and not engaged by an enemy force at any point during the season.

An army cannot be resupplied above its maximum fighting strength normally 5,000 (7,500 for a large army).

Natural Resupply

If an Imperial army spends the entire season in an Imperial controlled territory with no opposing armies present then it automatically recovers 500 strength. A large army recovers 750 strength.

Emergency Resupply

The Imperial Senate may pass a motion to authorize the purchase of additional materials - in the form or either mithril or weirwood - to speed up the resupply of an Imperial army. These materials represent weapons and armour as well as tents, wagons, siege equipment and other supplies. This represents a concerted effort by the Empire to bring the target army back up to full strength. Emergency resupply, like natural resupply, takes a season to complete.

Unless the Senate imposes additional restrictions, a senator authorized to oversee the resupply of a specific Imperial army can do so freely for a year following the passage of the motion.

In a single season, the first 50 wains of mithril or weirwood restore 20 army strength for each wain allocated. The next 50 wains provide an additional 15 army strength each. The next 50 wains provide an additional 10 army strength - and so on. The rate of emergency resupply resets each season so mithril and weirwood spent in a subsequent season is not affected by earlier actions.

Following a decision of the Imperial Senate, it is the responsibility of the Senator (or other agent of the Senate, such as the Quartermaster General of the Imperial Armies) to call for a moment of silence honouring the dead after any motion for emergency resupply is passed.

Navy Resupply

A navy cannot normally regain strength while in a contested territory. To be resupplied, a campaign navy must be in a territory controlled by its allies, and not engaged by an enemy force at any point during the season.

An navy cannot be resupplied above its maximum fighting strength normally 5,000 (7,500 for a large army).

Natural Resupply

If an Imperial navy spends the entire season in an Imperial controlled territory with a dockyard without being involved in a campaign then it automatically recovers 500 strength.

Emergency Resupply

The Imperial Senate may pass a motion to authorize the purchase of additional materials - in the form of weirwood or mithril - to speed up the resupply of an Imperial navy. These materials represent repairs to existing warships as well as new vessels, shipboard weapons, food and materials for the ships and their crews, and other supplies. This represents a concerted effort by the Empire to bring the target army back up to full strength. Emergency resupply, like natural resupply, takes a season to complete.

Unless the Senate imposes additional restrictions, a senator authorized to oversee the resupply of a specific Imperial navy can do so freely for a year following the passage of the motion.

In a single season, the first 50 wains of weirwood or mithril restore 20 army strength for each wain allocated. The next 50 wains provide an additional 15 army strength each. The next 50 wains provide an additional 10 army strength - and so on. The rate of emergency resupply resets each season so weirwood or mithril spent in a subsequent season is not affected by earlier actions.

Further Reading

Core Brief

Additional Information