Land Combat and Troop Mechanics

This article depics the rolls for major battles, for one on one duels please refer to our Duel Mechanics article.

### TROOPS

Troops are divided into Infantry (Heavy and Light), Cavalry (Heavy and Light), and Archers. Keeps generally have 30% Light Infantry, 20-25% Heavy Infantry/Archers and 10-15% Light/Heavy Cavalry +5% of the troops the region specializes in. Each type of troop has a different Hit Points (HP) like this:

Light Infantry = 1

Heavy Infantry = 2

Archers = 1.5

Light Cavalry = 3

Heavy Cavalry = 4

Each region has a +0.5 Bonus on two types of troops:

The North 0.5 Bonus for Heavy Infantry and Light Cavalry making its Troops composition the following:

* 30% Light Infantry
* 25% Heavy Infantry
* 20% Archers
* 15% Light Cavalry
* 10% Heavy Cavalry

Crannogmen due to their nature work in a different way they have an extra +1 on their Light Infantry and Archers and 0.5 on Heavy Infantry

* 45% Light Infantry
* 25% Heavy Infantry
* 30% Archers

The Vale 0.5 Bonus for Ranged Infantry and Heavy Cavalry

* 30% Light Infantry
* 20% Heavy Infantry
* 25% Archers
* 10% Light Cavalry
* 15% Heavy Cavalry

The Crownlands 0.5 Bonus for Light Cavalry and Light Infantry

* 35% Light Infantry
* 20% Heavy Infantry
* 20% Archers
* 15% Light Cavalry
* 10% Heavy Cavalry

Crackclaw Point 1 Bonus on Heavy Infantry and Light Infantry and 0.5 on Light Cavalry

* 35% Light Infantry
* 25% Heavy Infantry
* 15% Archers
* 15% Light Cavalry
* 10% Heavy Cavalry

The Riverlands 0.5 Bonus for Light Infantry and Light Cavalry

* 35% Light Infantry
* 20% Heavy Infantry
* 20% Archers
* 15% Light Cavalry
* 10% Heavy Cavalry

The Iron Islands 1.5 Bonus for Heavy Infantry and 1 Light Infantry (as they don’t use Cavalry)

* 45% Light Infantry
* 40% Heavy Infantry
* 15% Archers

The Westerlands 0.5 Bonus for Heavy Infantry and Heavy Cavalry.

* 30% Light Infantry
* 25% Heavy Infantry
* 20% Archers
* 10% Light Cavalry
* 15% Heavy Cavalry

The Stormlands 0.5 Bonus for Ranged Infantry and Heavy Infantry

* 30% Light Infantry
* 25% Heavy Infantry
* 25% Archers
* 10% Light Cavalry
* 10% Heavy Cavalry

The Reach 0.5 Bonus for Heavy Cavalry and Light Infantry.

* 35% Light Infantry
* 20% Heavy Infantry
* 20% Archers
* 10% Light Cavalry
* 15% Heavy Cavalry

Dorne 0.5 Bonus for Light Infantry and Light Cavalry

* 30% Light Infantry
* 20% Heavy Infantry
* 25% Archers
* 15% Light Cavalry
* 10% Heavy Cavalry

Sellswords 1 Bonus for Heavy Infantry and 0.5 for Light Cavalry, making its Troops composition the following:

* 20% Light Infantry
* 25% Heavy Infantry
* 20% Archers
* 25% Light Cavalry
* 10% Heavy Cavalry

Sellsails 1 Bonus on all their troops

* 45% Light Infantry
* 40% Heavy Infantry
* 15% Archers

### RAISING

Raising troops takes time, people needs to be informed, drafted and given basic training, as such keeps will be allowed to raise 1/3 of their troops immediately, 1/3 next month and 1/3 the month after that.

### MARCHING

All armies move as fast as its slowest troop moves, there are 3 types of marching orders on aDoD, slow, regular and forced march. Please move to the movement calculator when traveling. Each march has its advantages and disadvantages.

Slow March: Slow march makes it easier to respond in case of an attack,

Regular March: Slow march makes it easier to retreat in case of an attack, allows you to carry supply wagons which will allow you to carry the things needed to attack castles

Forced March: Travels faster but it is difficult to respond to an ambush.

Please refer to our [travel times sheet](.....) to make things easier.

### ENGAGING

#### OPEN BATTLE

When two armies meet in case a battle takes place a 1d2 roll will be made to determine who will have the first move. The winning player gets to decide if his army attacks or if he is going to retreat.

The process for each attack is the following:

Player A meets Player B on the battlefield, a 1d2 is made and Player A gets to decide if he attacks or not, he decides to attack.

Player A decides to attack. A simple formula is used using the percentage of the total troops involved and their Attack Points

Player A is a Dorne he attacks with 5000 men which sum a total of 10750 Attack Points; Player B is the Crown’s army with 30000 troops which sum a total of 68500 (you can use the Player Resources to get this and this is why it is important to ask people to specify the number of their troops)

Now you split the % of the Attack Points each side, this will tell you how many Hit Points each army gets (1 HP = 15%)

Dorne: 10750\*100/79250 = 14

Crown: 68500\*100/79250 = 86

In this case Dorne has 14% so that is 1 HP and the Crown Army has 86 which means 6 HP, now the bonuses since the battle is in the desert the Dornish have a +5 for the terrain bonus and the Crown Army having Tywin Lannister at its head have a +5 due to Tywin’s canon bonus.

With that said the first rolls would be done by rolling 1d10 for each 10% and 1d5 for each fraction of that + any bonusses or maluses they might have:

[[1d10+1d5+5 Dorne HP 1]]

[[8d10+1d5+5 Crown HP 3]]

Dorne rolls 14, Crownlands roll 54. This would mean the Dornish lost 1 HP since that's all they had then the battle is done and the dornish lost 15% of their troops. The dornish player is given the chance of one more roll (which will be a battle to death or to escape, I will roll the two options separately now), remember in some cases both armies will have more than 1 HP in that case the escape chance is given after losing 2 HP.

In the case the player chooses to fight to the last man

[[1d10+1d5+5 Dorne HP 0]]

[[8d10+1d5+5 Crown HP 6]]

Dorne rolls 15 and the Crown 49

In this case the Dornish will have lost all of their men so their casualties equal 10750 now 2 1d100 roll are made, 1 to determine the percentage of captured dornish soldiers (out of those 10750) and the second to see how many men the winning side lost since they didn't lose any of their Hit Points (if they lost Hit Points this roll is unnecesary as each HP represents 15%).

The roll result will be the % of casualties for the winner taking 10750 (loser casualties) as 100% [[1d100 Winner Casualty Roll]]

Result 43, meaning they lost 43% of 10750 (loser’s casualties) which in this case would be 4623 men.

There is one more thing to do, we need to determine if any PC’s died in battle. For the winner we take 15 as a paramater so and for the winner 5:

Loser: Using 15: 1-15 Death, 16-30 Injured, 31-100 Captured +/- Bonus/Malus (remember he chose to fight to the last man) [[1d100+5 Doran Martell]]

Winner: Using 5 as a parameter: 1-5 Death, 6-10 Injured, 11-100 Unharmed +/- Bonus/Malus (No capture option as the loser fought to death)

[[1d100+5 Tywin Lannister]]

Doran rolled 69 and Tywin 98 meaning Doran was captured and Tywin is alive an unharmed

In the case the player chooses to escape

In this case the Dornish lost 1 HP which means they lost 15% of their men which is 1613, a 1d100 is done to see how many men the winning side lost since they didn't lose any of their Hit Points (if they lost Hit Points this roll is unnecesary as each HP represents 15%). The roll result will be the % of casualties for the winner taking 1613 (loser casualties) as 100% [[1d100 Winner Casualty Roll]]

Result 50, meaning they lost 50% of 1613 (loser’s casualties) which in this case would be 806 men.

Now for the escape we use the total speed of the armies which you can find in the Speed Column of the Land Combat tab of Player Resources sheet, the winner is asked if he wants to chase the retreating troops, if he says yes then.

In this case Dorne has 12250 and the Crown Army has 77500 in this case the Crown's army speed is larger due to their numbers so a 1d100 roll is made where 1-35 means they are captured. (1-25 if the speed is the same and 1-15 if the escaping army’s speed is larger)

[[1d100 Capture Roll]]

The result is 82 so the Dornish escaped, if they had not escaped then a 1d100 roll is done to see which % of the escaping men were captured.

There is one more thing to do, we need to determine if any PC’s died in battle. For the winner we take 15 as a paramater so and for the winner 5:

Loser: Using 15: 1-15 Death, 16-30 Captured, 31-45 Injured, 46-100 Free +/- Bonus/Malus (remember he chose to fight to the last man)

[[1d100+5 Doran Martell]]

Winner: Using 5 as a parameter: 1-5 Death, 6-10 Captured, 11-15 Injured, 16-100 Free +/- Bonus/Malus

[[1d100+5 Tywin Lannister]]

Doran rolls 92 and Tywin 85 so both men are free and unharmed

There is a Roll Calculator on the Game Resources Section of the Sidebar

#### AMBUSHES

Ambushes are rolled in a similar way to Open Battles with the difference that the initial 1d2 roll is not done and that defenders have a malus on the first round due to the unexpected attack. The malusses are -5 for Slow March, -10 for Regular March and -15 for Forced March.

#### SIEGES

To attack take a castle you have three options you can either starve those inside or you can storm the walls, or challenge the leader of the garrison/castle to single combat.

Starving consists in surrounding the keep for enough time as to its resources force the people inside to either surrender or try to break the siege by fighting. To set a siege you need a force larger than that inside the keep you wish to siege, once the siege has been set up people inside will not be able to leave and troops will not be able to be mustered.

The people inside a sieged keep will surrender/fight to break the siege automatically after a year of uninterrupted siege, depending on his player. Please note a coastal keep needs its port to be blockaded in order to perform a successful siege.

Taking a Castle consists in break your way through the keep’s gates, for this you need a siege engine, we will start by using 3, Trebuchets, Rams and Ladders.

Each keep has certain HP which the attacking player will not know. A trebuchet will take anywhere from 1-15 hit point every IRL day on the other hand battering rams take 1-20 on each hit being able to hit the gates several times until it is destroyed but to use them your men will have to attack the keep. Ladders on the other hand have a 20% effectivity out of a 1d10 roll to be successfully placed. A 1d15 roll is needed to determine the number of soldiers who were able to climb and a 1d25 to determine the number of defenders in that section of the wall.

Sneak Inside, the last way to get into a castle is through a plot which will be developed depending on the information given to us by the plotter.

### PATROLS & DETECTION

Detection of incoming parties can be made in two ways:

Patrols. Forces can be set to patrol a point on the map, where they will detect incoming parties. They are most effective in roads and choke points. Every Time a party enters a tile where a patrol is set a 1d20 will be rolled to see if it is detected.

Beacons. Beacons are used to inform keeps of incoming parties, they are more expensive to set than patrols but are also more effective. Each player is allowed to have up to 3 Beacons.

When you step into a tile with a patrol/beacon in it with a force of 10 or under

1d10

1-3 Detected

4-10 Undetected

When you step into a tile with a patrol/beacon in it with a force of 11-20

1d10

1-4 Detected

5-10 Undetected

When you step into a tile with a patrol/beacon in it with a force of 21-40

1-5 Detected

6-10 Undetected

When you step into a tile with a patrol/beacon in it a force of 41-80

1-6 Detected

7-10 Undetected

When you step into a tile with a patrol/beacon in it with a force of 100+

1-7 Detected

8-10 Undetected

When you are in a forced march add a -2 malus. Beacons can detect forces moving on adjacent tiles, for forces on adjacent tiles you only have to do the same roll but the detection ratio is reduced by one.

### RAIDINGS

Raidings and attacks on neighbouring lands were an everyday issue on medieval times, as such you are able to attack tiles close to a a keep which will give you an income in case your raid is successful.

A few things you need to know are:

* The closer the Tile is to the keep the more income you will get, if it is the Keep's tile you could get up to 40% of the keep's income, 20% for adjacent tile, 10% for two tiles away and 5% for three. To determine the exact amount a 1d% will be triggered in case of a succesful raid
* Raiding parties need to be at least 100 men strong
* Smallfolk will defend in case you attack with the exception of the Keep's Tile in which you may face whatever troops are inside the Keep. A 1d400 is triggered for the adjacent tile, a 1d250 for two tiles away and a 1d200 for three.

## TERRAIN BONUS

Dorne: All dornish troops get a +5 when fighting in the desert.

North: All northern troops get a +5 when fighting on the snow.

Crannogmen: Get a +5 when fighting on swamps.

## MODIFIERS

Professional Soldiers: Equip your soldiers with the best equipment available. Adds a +5 to your troops and increases their cost 50%.

People’s Champion: Boosts your troops morale by having a hero in the front lines. Adds a +3 to your troops.

Military Mastermind: Napoleon, Rommel, Montgomery they would all fit into this category, and were feared by any general on the other side of the battlefield. Adds a +5 to your troops.

Warrior's Son: The biggest bonus when it comes to military commanders. Adds a +10 to your troops

Canon Bonus: An extra Bonus for those characters who are great generals in ASOIAF Universe +/-5

Uninfluential: Your character does not inspire your men trust, they follow him just because they have to. -5 to your troops.

Bankruptcy: Due to your lack of funds your troops equipment is below average. -5 to your troops.

Cannon Fodder: You are the worst commander in Westeros. -10 to all your troops.

Canon Malus: An extra Malus for those characters who lack military skills in ASOIAF Universe