Raids are fast moving attacks designed to devastate enemy provinces and to
pillage loot for the coffers of your royal treasury. During war seasons as
many as eight troops (approximately 30,000 warriors) may raid at one time, so
raids are of more consequence than you might imagine. In addition to bringing
in wealth for you, a highly successful raid can ravage a province from one end
to the other, causing such havoc and destruction that it yields no wealth
whatsoever to its controlling kingdom for that turn. Raids may be conducted
on any turn and are especially lucrative during peace years. Preparations for
a raid must be made one turn in advance.
For each raid you will make decisions as follows:
- Assign one army to the raid. The army assigned must be located in a
province adjacent to the one you are raiding. The army assigned may be a
provincial army of any size or an active imperial army of eight troops or
less. A raiding army will carry out its assignment and then return to the
province where it was located at the start of the turn. If your provincial
army contains more than eight troops, the eight most experienced will
participate in the raid.
- Decide whether to raid the whole province or simply its trade routes.
Raids on trade routes are less risky but more damaging to the income of a far
away kingdom than the one controlling the province. If you attempt to raid
trade routes and none are present, you will instead raid the whole province.
- You may assign one of your characters to command the raid. If you wish to
place a character in command who is not presently assigned to the raiding
army, then you must issue a command order on the same turn which assigns him
to the raiding army.
- Make a
You may choose DISPERSAL, OPEN FIELD, or SET
PIECE battle. Disperal means dividing up and fleeing from engagements with
defending troops. Raiders drawn into open field or set piece battle tend to
loose any loot which they have gained unless victorious over the defenders.
All raiding armies will retreat from battle after sustaining LIGHT losses
(25%) while defending troops will only retreat after taking HEAVY losses
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