Battle Spoiler
Ohkay, so we'll take the other one as a base...
Defense of the Realm is of the utmost importance to a King. During any battle, the King and his supporters will want to choose how many regiments or other units of military strength (see above) to send out to fight. All battles consist of a pair of opposed rolls from either side - 1d6 plus the full military strength of the army being brought to bear. If one side beats the other's score, the battle is a victory for that side; the victor loses 1 point of military strength (i.e. a regiment is killed) whilst the defeated loses 2 points of military strength. If both sides get even scores, the battle is inconclusive and both sides lose 1 point of military strength.
When regiments are killed in battle, the leader of the side they were on (if a player) gets to choose which regiments were killed. If an NPC, the King may choose.
The only difference I'm using from the above is a sliding scale of victory-defeat on dice rolls, and regiments lost to our side are random. except in the case of undead. You should only be able to field like 20 regments at once.
Beat by 2+ (Inconclusive. 30% regiments lost on both sides)
Beat by 4+ (Minor Victory, 50% regiments lost to enemy, 30% lost to allies)
Beat by 6+ (Clear Victory, 60% regiments lost to enemy, 20% lost to allies)
Beat by 8+ (Overwhelming Victory, 80% regiments lost to enemy, 20% lost to allies)
Beat by 10+ (Total Victory, 100% regiments lost to enemy, 10% lost to allies)
Simple Battle Order
1. Any Cavalry present battle to determine control of field, needing a minor victory or better. The cavalry force that wins adds itself to the rest of the armies MS. If cavalry are unopposed, skip this section.
2. Both side calculate MS, and roll competing D6's. The winner determines how much he won by, and then calculate casualties. On a minor victory or better, the opposing force has driven their enemy from the field.
1. The horde of undead is terrifying, but not very dangerous to trained soldiers. They are sent in first, to soften up enemy defenses with weight of numbers. Necromancers are well trained in replenishing lost units with the battlefield dead, adding them to the hordes strength.
Zombie Horde (claws)
1 Military Strength
Undead Immunities to weather/fear/mind control etc
75% regenerate on victorious battle, take first casualties in any battle
2.Slightly more resilient and able to wield the weapons and armor they died with, Skeletal soldiers are much more dangerous-skilled Necromancers are known to instruct them in simple battlefield maneuvers, which they execute with a cold, machinelike precision impossible to replicate with the most highly trained soldiers. Still-against a trained warrior, they are of little threat, unable to muster any sort of emotion to power their swings, and possessed of a complete lack of self preservation. Necromancers find it more difficult to resurrect skeletons than zombies after the battle, as it requires more power.
Skeleton Soldiers (rusty old swords and armor)
3 Military Strength
Undead Immunities to weather/fear/mind control etc
25% regenerate on victorious battle, take first casualties in any battle
3.The average peasant knows little of war, sent into battle with the cheapest of armor, and a long pole arm-typically a pitchfork or wooden hunting spear-he can find his greatest use, which is holding off deadly cavalry charges. The bards do not tell of the Noble Knights, who ignominiously thrown from their horses by a wall of determined peasant spears, are bashed to death with rocks. Aside from obvious defensive benefits, they are not an offensive force on the battlefield-once they break formation to pursue an enemy, they are rendered near totally useless.
Peasant Spear men (wooden spears and pitchforks, padded armor)
1 Military Strength
Negates half the MS of one existing cavalry unit
4.The more well-to-do peasantry can usually muster up at least a sword or mace, at the very least a wood cutting axe. Equipped with leather armor, their numbers and ferocity can make a mark, but they are all too often swept away in the opening of the battle, or crushed under the horseshoes of cavalry troopers.
Peasant Levy (Short sword, Maces and axes, leather armor)
2 Military Strength
5. Any Lord worth his salt-at least one that wants to keep his head-maintains a garrison of strongarms, armed with steel long swords and chain armor, to keep the peace. On the battlefield, they form the strong core of any army, taking the brunt of damage and dealing it out. They are vulnerable to cavalry charges, though.
Men-At-Arms (Steel Swords, chain mail armor)
6 Military Strength
6. The advent of cavalry units forces the battlefield commander to change his tactics-how does he keep his unhorsed men safe from the thundering charge of determined cavalry troops? The spear is the for peasants-the trained soldier prefers a Pike! A wall of bristling pikes can soften the manhood of any gallantly charging cavalryman. What's more, highly trained pikemen drill to take their weapons into offensive formations, rather than just defense.
Pikemen (Steel Pikes, chainmail armor)
4 Military Strength
Negates half MS of two existing cavalry units
7. Paladins are the Holy Warriors of the Church, well equippend, well trained and empowered with Holy magics to annihilate enemies that normal men quail from with their Holy Hammers. They can also annihilate normal men, if the Church tells them to. That's how they roll.
Paladins (Whitesteel BattleHammers, Whitesteel Full Plate Armor)
10 Military Strength
+4 MS vs Non-Standard units (undead, monsters, constructs etc)
One attached unit to a regiment-I have not decided on prices, but these guys should be pretty expensive, outstripping the unit they are attached to, even.
8. Shortbows and Longbows require skilled users, often lifelong Hunters and trappers. A rain of arrows does less damage than you think, especially against armored men, but it has a great demoralizing effect.
Shortbow Archers
Attached to existing infantry unit for +2 bonus MS
Destroyed if unit they are attached to is
Negated in bad weather or bad terrain
Longbow Archers
Attached to existing infantry unit for +3 bonus MS
Destroyed if unit they are attached to is
Negated in bad weather or bad terrain
9. Priests of the more militant faiths have a long history of joining in battle, augmenting and healing their allies, cursing and smiting their enemies, and wielding the power of faith against Unholy abominations.
Battle Priests
Attached to existing infantry unit for +3 bonus MS
+3 MS bonus vs Non-Standard units (undead, monsters, constructs etc)
Destroyed if unit they are attached to is
10. Skirmishers and Rangers usually linger on the edge of the battle, never engaging directly, but harrasing the enemy from afar with slings, shortbows, javelins and throwing axes. They are essential in keeping away enemy skirmishers, and bestial military units that engage in indirect combat.
Skirmishers
Attached to existing infantry unit for +1 bonus MS
Destroyed if unit they are attached to is
Rangers
Attached to existing infantry unit for +2 bonus MS
Destroyed if unit they are attached to is
11. Most wizards are much too soft to consider their skills on the battlefield-and the more combat inclined are often loners, unable to work with others of their kind. So, an entire regiment of Battle Wizards is a rare sight, and highly expensive-the results are worth it, though, just to watch their spells distinergrate hordes of enemy soldiers from afar. Also, it's the only defense an army has against other spellcasting armies.
Battle Wizards
Attached to existing infantry unit for +5 Bonus MS
Destroyed if unit they are attached to is
If another group of battle wizards, or similar unit exists on the battlefield, they cancel each other out.
Cavaliers must drive the opposing enemy cavalry from the field before they can engage, and their combat is conducted seperately, before the main battle.
Cavalry Archers
Attached to existing cavalry unit for +1 bonus MS
Hobiliars
8 Military Strength
Mounted Knights
12 Military Strength
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Composed of most of the Ice Races that inhabit the North, they face no penalties from cold weather, due to their nature. In fact, most of their equipment is actually made of enchanted non-melting ice, which makes their blades bite deep into flesh, yet rebound from armor. They are only organized into a very loose confederation, each greedy for glory and loot-a bloody nose will force them to scatter, most likely.
The Ice Krakens are fearsome octopoid beasts that usually dwell deep underwater in the Arctic regions, though they can travel on land for short times. The Ice Races have learned to befriend them, and bring them to battle-since Ice Krakens are very intelligent, this can be considered more of an alliance than a master/rider relationship. Though they are very slow on land, they are very difficult to hurt, and can crush dozens of men at once with their smothering, squeezing, tearing tentacles. Only our cavalry allows us to keep the Krakens from impacting our front lines, using their speed to continually harass the beasts.
Ice Krakens (considered cavalry)
6 Military Strength
+4 MS if totally unopposed
The Mindflayers who settled in the North Lands do not practice traditional spellcasting, like most of the rest of their race-they emulate the fierce barbarian tribes who they were forced to battle in their ancestry, and go into battle howling in a bloodthirsty rage. Armed with superbly crafted Greatswords, they cleave through enemy ranks, fighting not to win, but to take as much life as possible before they are destroyed. Worse still, their Beserker mindset colors their mental attacks-blasting the minds and souls of any Humans who dare them face them in combat.
Mindflayer Viking Berserker Clan (Armed with greatswords and mindblasting abilities)
4 Military Strength
Takes first casualties in any battle
+2 MS vs living Infantry units
The Ice Gnolls are thin and wiry, and not nearly as strong as Humans, even-they make up for this with cunning. In battles, they utilze mass skirmisher tactics, hurling barbed nets and bolas, javelins, handaxes and shooting shortbows and dart guns, evading direct combat until they have weakened the foe enough for a general charge. They wear light but strong armor, are very mobile in combat, masters of hit and run and ambush tactics.
Ice Gnoll Tribe Hunters (With nets, bolas, handaxes, and throwing spears)
3 Military Strength
Negates half the attack of one existing infantry if not negated by a skirmisher unit
The Walrus men are big, slow, numerous, tough to kill-like living walls. They are not used to open combat, and thus, make excellent defense against our cavalry. They usually form lines of of blubbery bodies, enchanted ice tower shields and long tridents to hold off their forces.
Walrus Men Horde (with tridents and shields)
2 Military Strength
Negates half the attack of one existing cavalry unit
The Polar Trolls are famously secretive, and do not often venture outside of their territory. It seems they did, this time, for reasons unknown, dispatch groups of their Icicle hurlers. They hurl these giant frosty javelins hundreds of miles, and are dangerously accurate with them, capable of taking the head off a mounted general from a mile away. They like to do that.
Polar Troll Icicle Hurlers (hurls shaped ice spears)
Attached to existing infantry unit for +3 bonus MS
Destroyed if unit they are attached to is
Composed of all the Ice Hordes Shaman spellcasters, the Blizzard Shamans can pool their power to dramatically shift the battlefields weather, and can decimate entire reigments with their frost magic, turning them into sparkling ice statues with a single blast.
Blizzard Shamans
Attached to existing infantry unit for +5 Bonus MS
When active, battlefield conditions are always cold
Destroyed if unit they are attached to is
If another group of battle wizards, or similar unit exists on the battlefield, they cancel each other out.