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  1. #1
    Jake Cotter
    Guest

    [Birthright] Roads

    Can anyone tell me what exactly roads _do_? I've found some
    vague references as to advantages in trade and troop
    movement, but what exactly do they do? What bonus to
    movement in War Moves? How far, for example, can I move a
    unit of Infantry over roads in one War Move?

    I'm looking for official rules if possible. If there isn't
    anything I can just ad-lib something...

  2. #2
    Mark A Vandermeulen
    Guest

    [Birthright] Roads

    On Sat, 2 May 1998, Jake Cotter wrote:

    > Can anyone tell me what exactly roads _do_? I've found some
    > vague references as to advantages in trade and troop
    > movement, but what exactly do they do? What bonus to
    > movement in War Moves? How far, for example, can I move a
    > unit of Infantry over roads in one War Move?

    A road allows units to avoid terrain penalties when moving across
    provinces. For example, a unit of Inf., which has a movement rate of 1,
    can cross 1 province in one week, as long as that province is a plains
    terrain, or if it has a road built upon it. It it is a forest, that
    modifies the province movement rate as mentioned and only described very
    poorly in the back of the Rulebook (its no wonder you have problems with
    this, it took my group a couple of weeks to figure it out). Thus, a
    forested province is crossed as though it were two provinces (thus, it
    takes 2 weeks for the unit to cross, unless there is a road). Once you get
    up to mountains, it can take up to or more than a whole month for a unit
    to cross a single province, but if you spend the time and the GB's to
    build a road, it can be crossed in a single week. Thus they are handy to
    build to allow your units easy access to all parts of your domain, and to
    any allies that you have. However, they also become easy invasion routes
    when your allies turn against you. They also allow you to build overland
    trade routes. If you have no road, the only trade routes you can build are
    along rivers (if you build riverboats) or from seaports (if you build
    seagoing ships). Thus, it is usual for guilders to pester the province
    rulers to build roads (sometimes even offering to fund part or all of the
    expense themselves).

    Mark VanderMeulen
    vander+@pitt.edu

  3. #3
    Paul L. Ming
    Guest

    [Birthright] Roads

    > Thus they are handy to
    >build to allow your units easy access to all parts of your domain, and to
    >any allies that you have. However, they also become easy invasion routes
    >when your allies turn against you.
    >Mark VanderMeulen
    >vander+@pitt.edu


    This sounds like the perfect opportunity for a Realm Spell...."Phantom
    Road". Where the spell creates a road a hundred feet in front of the army
    and 'erases' it 100 feet behind them. Mind you, if your wizard is killed
    whan you are in the middle of an impassable mountain range things could get
    ugly...;-)

    Denakhan the Arch-Mage.

  4. #4
    James Ruhland
    Guest

    [Birthright] Roads

    >
    > This sounds like the perfect opportunity for a Realm
    Spell...."Phantom
    > Road". Where the spell creates a road a hundred feet in front of the
    army
    > and 'erases' it 100 feet behind them. Mind you, if your wizard is killed
    > whan you are in the middle of an impassable mountain range things could
    get
    > ugly...;-)
    >
    Such a spell already exists somewhere, and it's not a Realm Spell. Or
    rather it could be. *digs through mounds of paraphenalia containing spell
    descriptions*. . .*time passes*. . .*more time passes*. . .*even more time
    passes*. . .
    Oh, yah, here it is: Rolling Road, in "Dragon Kings" (the Dark Sun
    hardback). It's a "10th level" spell, so it would make a perfect Realm
    Spell. Anyhow, it's described on P.111 of that book. For BR use minor mods
    would be required, but it pretty much does as you describe.
    N.B. many "10th level" spells in "Dragon Kings" can be converted to realm
    spells. Others can't. And some are just silly.

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