IV. Wars Rules
1. Each army is divided into rows.
2. An army may have any number of rows and may have any number of units in each row. However, there may never be a row with more units in it than the one in front of it. If there is, the tactician must move enough units forward to make it do so.
Example:
Bern Row 2: (Gale Level 20/10 Wyvern Lord)
Bern Row 1: (Narshen- Level 20/1 Wyvern Lord)
Tania Row 1: (Melchior 20/1 Sage)(Balthasar 20/1 Bishop)(Caspar 20/2 Druid)
Lets say Caspar blasts the snot out of Narshen with a Nosferatu. Narshen falls.
Bern Row 2: (Gale Level 20/10 Wyvern Lord)
Bern Row 1:
Tania Row 1: (Melchior 20/1 Sage)(Balthasar 20/1 Bishop)(Caspar 20/2 Druid)
As you can see, Bern Row 2 has more units in it that Bern Row 1. This is bad. Gale, in Bern Row 2, must now move forward to Bern Row 1.
Bern Row 1: (Gale Level 20/10 Wyvern Lord)
Tania Row 1: (Melchior 20/1 Sage)(Balthasar 20/1 Bishop)(Caspar 20/2 Druid)
Gale is about to get annihilated by the three Magi.
3. Each unit may attack any unit in a row equal to the range of its weapon.
Example:
Zephiel has Exaccus (range 1-2). Hector has Armads (range 1). Artemis has a Silver Bow (range 2).
Bern Row 2: (Zephiel Level 20/20 Emperor)
Bern Row 1: (Artemis Level 20/1 Sniper)
Ostia Row 1: (Hector Level 20/20 General)
Zephiel may attack Hector. Hector may attack Artemis but not Zephiel. Artemis cannot attack anyone.
4. Staves can be used on any unit x spaces away, where x is the staffs range.
5. Each unit may only carry five items into battle.
6. The maximum size of a country's army varies with said country's number of territories. Here is a list of the maximum size for each number of territories a country has.
0 Territories: Country does not exist.
1 Territory: 3 Unit Army
2 Territories: 5 Unit Army
3 Territories: 7 Unit Army
4 Territories: 9 Unit Army
5 Territories: 10 Unit Army
Each Additional Territory: +1 Unit Max
So, for example, if Bern, with a full 3 territories, decides to attack what is left of Ilia, 1 territory, then Bern can send a total of 7 units to the war, while Ilia can only send 3. This gives Bern a distinct advantage over Ilia, so the more territories a nation has, the more units it can send, and thus increasing its chances of being a serious threat.
7. Depending on the size of the army, the tactician can only give actions to a certain number of units. The default allows each unit to use one action, so # of actions = # of units. If both tacticians agree on less(or more) actions to shorten up the war a bit, then so be it.
8. The tactician of a nation has four hours to use their action in a war. Now don't worry, because each tactician will, at the beginning of each war, PM an Administrator and/or War Judge with hours that they can not participate in the war so that they don't miss out. So, if your tactician decides to sleep in an hour or two, as long as they get their post in within the range of time given, then there's nothing to fret about.
9. If a tactician wishes, he/she can use AI commands instead of individually directing each unit. To do this, first he/she must assign an AI command to each unit.
Leader: Unit attacks enemy leader if possible. If not, it will attack random unit.
Weakest: Unit attacks enemy with least HP.
Strongest: Unit attacks enemy with most HP.
Front: Unit concentrates attacks on any enemy in the front row.
Rear: Unit concentrates attacks on any enemy in the back row.
Heal Weakest: Unit heals ally with the least HP. (Healer only.)
Heal Leader: Unit heals leader if possible; if not, it heals randomly. (Healer only.)
Then he or she writes an action list. The action list lists the order in which the units act.
Example: Mary has a 7-unit army. She writes an action list and assigns AI commands. Then a proxy looks at the top two units on the list (7 units means only 2 actions) and has them perform their AI actions. If a unit on the list has fallen, skip to the next on the list.
The tactician may reassign AI commands or switch to manual control every two turns.
10. When a unit is given an action, it may first move up to y spaces, where y is its move rating. Moving across row counts as 2 spaces.
11. A unit with the keyword Dragon or Flyer may dismount for any reason by expending one action. The dismounted unit must then fight with Skill and Speed halved, and may remount by expending another action.