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Thread: Dhoesone military
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07-02-2008, 06:24 PM #1
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Dhoesone military
Discussion thread for Dhoesone military. If you would like to add a comment, click the Post Reply button.
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07-02-2008, 08:50 PM #2
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Grofnab's boys? Is that some kind of fantasy gay unit?
Rey M. - court wizard of Tuarhievel
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07-03-2008, 01:09 AM #3
I must be missing the humour in that joke, Rey. *scratch*
Well, unless anyone has some actual input soon, this thread will be moderated, as with all the other accidental wiki discussion threads.
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
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07-03-2008, 08:07 AM #4
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07-03-2008, 10:10 AM #5
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The only point I’d make about the post is about the second knight unit, ie the one provided by Tuornen.
In the 2E rules, Tuornen could only have supported 1 knight unit, as it only has one province of level 4+, yet the Tuornen army is listed as having two units. If Dhoesone has a third one, then that makes three.
Aside from Avanil, the only other major realm of the “big 4” which could support the second knight unit is Ghoere, as that realm could support 7 knight units.
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07-03-2008, 03:19 PM #6
The original 2E rules never had an upper limit on how much units you could have in the game - except how much you could afford.
It only limited the kind of units you could muster in a province by province level/holding level and the number of units you could muster in one domain turn.
So Tuornen could have mustered as much knights as they could afford in their 4+ province over several domain turns and lent one unit out to Dhoesone.Michael Romes
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07-03-2008, 03:43 PM #7
Currently, the page on the army over-states what the contribution means. The realms mention do not send a war card of knights, they send volunteers, troops that are part of the army to get some seasoning, and there are young nobles who are simply from places like Tournen. This will be clearer as we update the page.
Andrew and I have discussed this problem and have agreed that it needs to be a little clearer.
I would like to see more mention of the Temples of Haelyn, since I think this organization would coordinate these knights from all over Anuire (with no more than notable contingents from Boeruine and Tuornen, not out and out units from these realms) and we've been discussing how to explain this and what emphasis to give it.
If anyone else has good ideas, do tell.
The page as is, was largely just reflecting the Dhoesone entry in Ruins of Empire, and despite that authority, does conflict with what the domain rules (and common sense) suggest Tuornen would be able to provide.
If our ponderous deliberations are too slow, feel free to add details that address this issue. I think I've given the general direction we plan to go in, so that's something to consider as well. More contributors are always better.
Be bold!
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07-03-2008, 06:00 PM #8
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I'm sure I read somewhere that a level 4+ province could support only one knight unit, while a level 10 province could support three, but otherwise that's it. Did I imagine that, or was it a house rule I read somewhere? I hope someone can help as I'm now really curious about the matter!
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07-03-2008, 09:55 PM #9
I'm sure that's a house-rule, but I think it's a fairly common one though.
Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.
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07-04-2008, 07:31 AM #10
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Birthright CS -> Ruins of empire -> Rulebook -> Domains -> Armies and Warfare pages 60, 61, 63 and 64:
"Armies are composed of units, companies, and musters. The terminology isn't important - a basic unit is about 200 men. In Anuire, a powerful kingdom can maintain a standing army of 3,000 to 6,000 troops, or 15 to 30 companies. Militant regimes may increase that figure by as much as 200%, but an army that large couldn't be supported for long."
..snip...
"Many types of units can be created or hired by regents who qualify. Unless otherwise noted, regents who control domains composed entirely of holdings must convince a province ruler to allow them to raise an army. Only a few types of units can be raised without the consent of the province ruler."
And then a table (short version):
Unit type | Req's
Archers | L(2) - 1
Artillerist | L(5)
Cavalry | L(3)
Infantry | L(1) - 1
Inf., Elite | L(3)
Irregulars | L(1) -2
Knights | L(4)
Levies | L(1)
Mer. Cav. | **
Mer. Inf. * | **
Mer. Irr. | **
Pikemen L(2) - 1
Scouts L(0) - 3
* - Can also be hired as archers or pikes
** - Mercenaries can be hired in any province
1 - Can be raised by any temple, guild or law holding of level 4 or better
2 - Can be raised by any temple, guild or law holding of level 3 or better
3 - Can be raised by any guild holding of level 2 or better
Special units: Dwarf guards & Dwarf X-Bow - L(4) Dwf/Mer; Elf Arch/Cav - L(3)/(4) Elf; Goblin Arch/Inf/Cav - L(2)/(2)/(3) Gob/Mer; Gnoll Marauders/Inf - Merc.
No upper limit is mentioned as I see it, probably goes by restrictions due to treasury. Of course, there are muster costs, then maintenance costs and movement costs. Example, if you want to muster an elven cavalry, keep it for a minimum period of time and make it move across a forested province it would cost you: 8 + 2 + 1 = 11GB
Of course, you could make them move across 4 of those provinces in war move since that's their base movement.Rey M. - court wizard of Tuarhievel
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