Post by aspenivan on Sept 7, 2014 4:00:23 GMT
ARMY
Peasant Levy - Low morale and training, can only carry out basic maneuvers, little or no armor.
- Pike (1000 soldiers): Give enough villagers long spears and they can form a decent pikewall, but not much else.
- Roundshier (1000 soldiers): Carrying a shield and a handweapon of choice, these conscripts can move quickly and protect themselves from arrows.
- Archers (1000 soldiers): Many peasants make decent shots with a bow, but their experience is in hunting, not coordinated volleys.
City Levy - Decent morale and training, can carry out more intricate maneuvers, light armor.
- Pike (1000 soldiers): Properly-drilled militia can use pikes both offensively and defensively to great effect, as long as the enemy is more or less straight ahead.
- Roundshier (1000 soldiers): Retaining the advantage of speed and protection, these soldiers are trained in formations to maximize shield cover and attack impact.
- Shock (1000 soldiers): Soldiers carrying heavy but unbalanced weapons such as bardiches and claymores, making for a devastating charge but poor flexibility.
- Archer (1000 soldiers): No city is complete without a few regiments to rain death from above upon invaders.
- Musket (1000 soldiers, requires Saltpeter and Powder Mill): Though quite slow to fire and occasionally exploding in the user's face, the musket does have the advantage of punching through all but the thickest armor like a knife through a soft cheese.
Professional Soldiers - High morale and training, can carry out elaborate maneuvers, armor varies.
- Cavalry
NAVY
Each Squadron may transport one Army Unit.
*Marines: Complements of lightly-armored soldiers considered to have city-level training. They fight with handweapons, shields, and bows/crossbows (arquebuses if have Gunpowder).
Conscripted Ships - decent morale, poor cohesion
- Barques: 5 Ships per squadron (100 marines), may travel up rivers, Oars & Sails
- Galleys: 3 Ships per squadron (120 marines), Oars & Sails
- Cogs: 3 Ships per squadron, high deck (120 marines), Full Sail
- Hulks: 2 ships per squadron (100 marines), high deck, forecastle and aftcastle, may transport 2 units, Full Sail.
Professional Navy - high morale, good cohesion
- Longships: 5 Ships per squadron (250 Raider Marines), Raider Marines (marines are professional and have better weapons & armor), may travel up rivers, Oars & Sails
- Dromons: 5 ships per squadron (150 marines), Multiple archer/musketeer platforms, may travel up rivers, Oars & Sails
- Galiots (requires Gunpowder Slot): 5 Ships per squadron (100 marines), may travel up rivers, very maneuverable, Cannons (forward), Oars & Sails
- War Galleys (requires Gunpowder Slot): 3 Ships per squadron (150 marines), Multiple archer/musketeer platforms, Cannons (forward), Oars & Sails
- Caravel (requires Gunpowder Slot): 3 Ships per squadron (150 marines), high deck, Cannons (broadside), Full Sail
- Carrack (requires Gunpowder Slot): 1 Ship per squadron (100 marines), high deck, forecastle and aftcastle, remarkable durability, Cannons (broadside), Full Sail
- Galleass (requires Gunpowder Slot): 1 Ship per squadron (100 marines), high deck, remarkable firepower, Cannons (forward and broadside), Oars & Sail
Peasant Levy - Low morale and training, can only carry out basic maneuvers, little or no armor.
- Pike (1000 soldiers): Give enough villagers long spears and they can form a decent pikewall, but not much else.
- Roundshier (1000 soldiers): Carrying a shield and a handweapon of choice, these conscripts can move quickly and protect themselves from arrows.
- Archers (1000 soldiers): Many peasants make decent shots with a bow, but their experience is in hunting, not coordinated volleys.
City Levy - Decent morale and training, can carry out more intricate maneuvers, light armor.
- Pike (1000 soldiers): Properly-drilled militia can use pikes both offensively and defensively to great effect, as long as the enemy is more or less straight ahead.
- Roundshier (1000 soldiers): Retaining the advantage of speed and protection, these soldiers are trained in formations to maximize shield cover and attack impact.
- Shock (1000 soldiers): Soldiers carrying heavy but unbalanced weapons such as bardiches and claymores, making for a devastating charge but poor flexibility.
- Archer (1000 soldiers): No city is complete without a few regiments to rain death from above upon invaders.
- Musket (1000 soldiers, requires Saltpeter and Powder Mill): Though quite slow to fire and occasionally exploding in the user's face, the musket does have the advantage of punching through all but the thickest armor like a knife through a soft cheese.
Professional Soldiers - High morale and training, can carry out elaborate maneuvers, armor varies.
- Cavalry
- Lancers (500 soldiers): Armored soldiers riding unarmored mounts and armed with long lances. They are fast and deliver a powerful punch on the charge, but may struggle in protracted melee.
- Horse Archers (500 soldiers): Lightly-armored but very quick, horse archers can dance circles around their enemies while peppering them with arrows.
- Dragoons (500 soldiers, requires Gunpowder Slot): These fast, unarmored riders are more mounted infantry than "true" cavalry, though they can certainly give the enemy a taste of cold steel from their saddles. When dismounted, they fight as Musketeers.
- Knights (500 soldiers): Shock cavalry without equal, with heavy armor encasing both mount and rider. They can deliver crushing charges and endure long fights, but they are slower than other cavalry.
- Light Infantry (1000 soldiers): Moderately-armored soldiers equipped with shields and handweapons or short spears. They move quickly and are experts at exploiting open enemy flanks.
- Pavise Crossbowmen (1000 soldiers): The crossbow lacks the sheer power of the musket, but is distinctly more reliable and accurate while remaining effective against armor. The tried and true method for employing it is to pair it with a large shield worn on the back, protecting from enemy fire while reloading.
- Longbowmen (1000 soldiers): Lightly-armored soldiers who can fire at extreme range, but are poorly-equipped for melee.
- Siege Engineers (1000 soldiers): An integral part of any campaign, battlefield artisans who can construct rams, catapults, trebuchets, siege towers, and other engines during siege. They are also useful on the march and on the defense, building bridges to cross rivers and repairing walls
- Pike Square (1000 soldiers): Well-armored and superbly-drilled pike infantry in an adaptable formation that can readily protect its flanks as long as it is not surprised or already engaged.
- Halberdiers (1000 soldiers): Decent armor and halberds make for some of the most versatile infantry in this age. Although they cannot take a pike square head-on, their formations are faster-moving, more resilient, and quicker to reform.
- Shieldwall Infantry (1000 soldiers): Heavily armoured soldiers that are extremely at home at close quarters. Though their armor makes them hard to kill, it also makes them slow on the march.
- Musketeers (1000 soldiers, requires Gunpowder Slot): With professional training, musketeers can use elaborate fire drills to increase the group's rate of fire, though reducing the sheer power of each volley. Though unarmored, they are capable melee fighters as well.
- Sappers (1000 soldiers, requires Gunpowder Slot): Engineers, but with a focus on the front lines. After clearing trees and building earthworks for their comrades, they use tunnels and bombs to sabotage enemy defenses. As frontline units, sappers are hardy combatants equipped with handweapons and decent armor.
- Swivel Gunners (400 soldiers, 200 swivel guns, requires Gunpowder Slot): These miniature artillery crews boast greater power and rates of fire than musketeers, but they must take time to set up their guns before firing.
- Field Battery (Artillery: 100 soldiers, 20 guns): Groups of cannons small enough not to require hours of preparing a fixed position. However, they are still slow to fire and cumbersome, and must unlimber before firing.
- Siege Battery (Artillery: 100 soldiers, 10 guns): Large, ponderous pieces that require small trains of draft animals to pull them and their ammunition. Naturally, siege guns require well-prepared static positions and are extremely slow to fire, but they make up for this with the power to punch holes into walls.
- Mortar Battery (Artillery: 100 soldiers, 10 guns): A recent addition to besiegers' arsenals, mortars are aimed not at walls but inside them. Their short, stubby barrels point upwards at high angles, and they have the rare ability to fire explosive shells without high risk of self-destruction. Unfortunately, their poor accuracy and restricted firing angle makes them near-useless in field battles.
NAVY
Each Squadron may transport one Army Unit.
*Marines: Complements of lightly-armored soldiers considered to have city-level training. They fight with handweapons, shields, and bows/crossbows (arquebuses if have Gunpowder).
Conscripted Ships - decent morale, poor cohesion
- Barques: 5 Ships per squadron (100 marines), may travel up rivers, Oars & Sails
- Galleys: 3 Ships per squadron (120 marines), Oars & Sails
- Cogs: 3 Ships per squadron, high deck (120 marines), Full Sail
- Hulks: 2 ships per squadron (100 marines), high deck, forecastle and aftcastle, may transport 2 units, Full Sail.
Professional Navy - high morale, good cohesion
- Longships: 5 Ships per squadron (250 Raider Marines), Raider Marines (marines are professional and have better weapons & armor), may travel up rivers, Oars & Sails
- Dromons: 5 ships per squadron (150 marines), Multiple archer/musketeer platforms, may travel up rivers, Oars & Sails
- Galiots (requires Gunpowder Slot): 5 Ships per squadron (100 marines), may travel up rivers, very maneuverable, Cannons (forward), Oars & Sails
- War Galleys (requires Gunpowder Slot): 3 Ships per squadron (150 marines), Multiple archer/musketeer platforms, Cannons (forward), Oars & Sails
- Caravel (requires Gunpowder Slot): 3 Ships per squadron (150 marines), high deck, Cannons (broadside), Full Sail
- Carrack (requires Gunpowder Slot): 1 Ship per squadron (100 marines), high deck, forecastle and aftcastle, remarkable durability, Cannons (broadside), Full Sail
- Galleass (requires Gunpowder Slot): 1 Ship per squadron (100 marines), high deck, remarkable firepower, Cannons (forward and broadside), Oars & Sail