Outlawed said:
The Pizza said:
If an ally moves his army onto your castle/city, will he still replace the garrison with said army in the event of an engagement?
For instance, GKR moves it's 150 man army onto Wappaw's city, which has a 300 man garrison. Then a 500 man KoA army engaged the city tile. Would the Rebels army replace the garrison or be added to it? Would Wappaw still be able to fight against an enemy if an engagement took place?
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When submitting troop movements, will a lordship be required to submit all movements at once?
For instance, Wappaw has a 500 man army and decides to split it. Wappaw sends one of the subarmies to the next tile. Would Wappaw also need to submit a "Hold Position" order the the army that hasn't been moved? Or would Wappaw be able to wait until closer to the end of the movement phase for that week to submit said order?
I'll answer these. First question:
Yes. The garrison is only in place when no army is present at the city. It doesn't matter if its an ally's or your's.
Second question:
As far as I am concerned all declarations need be made in one post so no, is the answer to your second question.
But I think you bring up a good discussion point. Which leads me to suggest that turn declarations need to go in alternating order between the two sides. So blue team declares, then red declares...etc the turn after that red declares first, then blue ...etc
The first part of Sala's answer is correct. A garrisoned army circumvents a stationed garrison no matter who's it is.
For the second part the turn is in realtime, constant, reactive. You have a certain amount of things you can do each turn and the amount that you use or leave on the table is not penalized, outside of the minimum requirement. So you can move one space and wait there, allow moves to happen, and take your second movement if you'd like.
Your idea for alternating is a good one, however I don't want to allow one side to be able to stall the other or visa versa. If I implemented a system like this it would be very easy for one lordship to stop the whole campaign by simply not posting anything. That's not something that can be allowed.
Outlawed said:
I'm super confused.
The actual semantics of raiding aren't posted anywhere..
True...I should fix that.
Can we just declare a raid regardless of our positions...?
No, you must be on the grid square for that village. An army has a placement on the campaign map, so it cannot just bounce around. Raiding parties do not have a placement on the campaign map, so basically they lack locality and are everywhere.
Is it the 50 v 50? Or does an army have to be present at the village to raid it..?
Because if an army has to be there, then that's sort of silly. A whole army moving just to raid a village sounds sort of redundant.
At least have raiding cost something.
The whole army and it costs the most valuable asset you have in the campaign...troops. Because troops are finite any loss of them should be a calculated move. So when raiding a village if you lose 50 troops that is 10% of your army (assuming the army is at full capacity). So while the benefit of the income from your enemies village + not allowing them to gain income from that village is a very good thing, you must balance that with the loss of troops in your army.
(The benefits are derived from the Raiding Party explanation of "raiding" which the key points will be outlined in the lordship's raiding ability in the ruleset soon. Don't get confused with the semantics just yet as I've said that is a section that needs to be added and missed.)
As for point 3. I agree. Teams should work together and they are/will.
But that's not my concern. My concern is that an army is going to have a really hard time defending an enemy push if it has already moved in its turn. Assuming you're trying to hold off a position someone is going to just be able to break through your 'line' of defense and get behind you without even needing to engage.
Not with the 2 grid square movement and not being able to bypass or move through a grid square containing an enemy army. So if I understand your concern correctly, the main point is that you cannot move past an army through a grid square. If you move to a grid square containing an enemy army you must issue an engage declaration.
http://forums.taleworlds.com/index.php/topic,187724.msg4899064.html#msg4899066
- Attacking Guidelines
- An army may not move into a square occupied by an enemy army without making an Engage Declaration.