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Battalions
Topic Started: Oct 7 2008, 03:34 PM (1,110 Views)
The Gunslinger
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Units

Men-at-Arms
Cost: 250 GD
Movement Cost: 5 GD p/battalion
Number: 250
Strong Against: Pikemen
Weak Against: Archers/Crossbow men

Men-at-Arms are the basic foot soldiers of every army. Their training is usually minimal; just enough to know the basics of the battlefield. It is very difficult for men-at-arms to organize a retreat or any kind of formation without help from veterans.




Pikemen
Cost: 500
Movement Cost: 10 GD p/battalion
Number: 250
Strong Against: Cavalry
Slightly Weak Against: Men-at-Arms

Pikemen are considered the bane of all cavalry, they can wipe out a cavalry's charge with little effort. They wear heavy plate that gives them some protection from enemy archer fire, but it also slows them down and gives them a slight disadvantage in hand-to-hand combat against men-at-arms.




Archers/Crossbow men
Cost: 500 GD
Movement Cost: 10 GD p/battalion
Number: 250
Strong Against: Men-at-Arms
Weak Against: Cavalry

Archers/Crossbow men are an essential part to any army. The ability to strike at enemies from a range and destroy a large part of their army before their soldiers even reach you is invaluable. Archers/Crossbow men have moderate training in the field of battle. They can help protect a retreat fairly well, and carry out some slightly more complex strategy as well.




Cavalry
Cost: 750 GD
Movement Cost: 15 GD p/battalion
Number: 250
Strong Against: Archers/Crossbow men
Weak Against: Pikemen

Cavalry can easily be considered the heart of any army. Light cavalry can be used to maneuver around the enemy and flank them, while heavy cavalry can tear through enemy lines. Cavalry is excellent at pulling off complicated tactics.




Elite Soldiers
Cost: 1000 GD
Movement Cost: 10 GD p/battalion
Number: 250

Elite soldiers are the best of the best, consisting of war hardened veterans. Their killing is like an art, and they will stand their ground in battle no matter what the circumstances.

Elite choices:

The North:
Guardsmen/Bowmen/Knights

(You only get to choose one type of elite unit. State your choice in your empire registration.)




Ballistae/Trebuchets
Cost: 1000 GD
Movement Cost: 20 GD p/battalion
Number: 3

Ballistae are powerful siege engines which resembles a crossbow. Ballistae usually fire heavy darts or spherical projectiles. Trebuchets are gigantic slings generally used to throw rocks at an enemy army or their walls.




Siege Towers
Cost: 1000 GD
Movement Cost: 20 GD p/battalion
Number: 3

Siege Towers are used to protect soldiers within them and scale enemy walls. They are heavily fortified and can hold about 100 soldiers on top and 50 soldiers inside at any given time. They are tall enough to besiege a wall 30 feet high.




Special Siege Equipment
Ladders and planks can be made before attacking or besieging an enemy city. Ladders can be made as high as necessary to reach the top of any wall, but they can be knocked over easily by the defender. Planks can also be made as long as necessary and are used to cross over trenches and moats, but can be kicked aside easily by defenders. (At least four men are needed to carry one ladder/plank)
Cost for 150 ladders: 100 GD
Cost for 50 planks: 100 GD




Unique Faction: Wildlings

Wildlings
The Free Men north of the Wall, they are always ready to mix it up in the fray. (Equivalent to men-at-arms)

Turncloaks
Men from the Night Watch who had abandoned their posts and joined with the Wildman in the North (Equivalent to archers)

Spearwives
The Free Women north of the Wall, they have been well trained with spears and never run from a fight. (Equivalent to pikemen)

Dog-chariots
The men of the frozen Shore ride in chariots made of walrus bone pulled along by packs of savage dogs. They crush everything in their path and are afraid of no opponent.(Equivalent to cavalry)

Giants
Massive men with huge clubs and bone and hide armor. Sometimes carry huge swords (Equivalent to elite)

Mammoths
Huge lumbering beasts of the Land of Always Winter. These huge behemoths can trample men and cavalry underfoot. Ridden by the Giants wielding huge maces. They can also crush the enemy's siege weapons or their gates.(Unique Anti-Siege Weapon)
Cost: 1000 GD
Movement Cost: 20 GD p/battalion
Number: 10

Ballistae/Trebuchets and Siege Towers are also availabe, but they are more primitive and less stable.




Unique Faction: Greyjoys

Iron-Men
The Men of the iron isles have set out to raid the North for gold and wealth because of their 'drive' they are better on the charge then on the defense. (The Iron-Men would prevail over Men-at-arms, but would take very heavy casualties against Archer units)

Iron-born fish catcher
The Iron born do not farm, they fish with spears. These men lack the range of the mainland troops bows but the make up for it with the throwing spear's ability to do more damage. It also makes a nice weapon for fighting off men-at-arms who get to close. (Range takes a big time fall for the ability to hold their own in close combat but this does not make them as good as men-at-arms they will die if in combat more then one turn)

Heavy Ax men
These men are the Grayjoys answer to the mainlands knights and horses. They are armed with axes and aim for the horse's legs when it comes at them and they immediately make work of the fallen rider.

Drowned Knights
Being led by a priest of the drowned god. These men have died once for their god and they are fearless as a result given the best armor and best training these men will not retreat. (If a greyjoy player chooses to retreat this unit is automatically lost seeing as they would rather die than turn their backs to a foe of the drowned god)

Drowned Priest
These are the priests of the Iron isles they are skilled in working up the warriors of the iron born to fight harder and beyond their normal capacity. However once in this state no unit under the priests 'support' may retreat(Increases offense, so that enemy equals can be beat with minimal losses. However as stated unit cannot retreat and will be sacrificed if made to.) The priests are also capable of hand-to-hand combat, but they aren't very strong.
Cost: 500 GD
Movement Cost: 10 GD p/battalion
Number: 250

Ballistae/Trebuchets and Siege Towers are also available.
Edited by DireWolf, Sep 5 2009, 06:59 AM.
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