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Night Owl (The Best of Shareware)(NOPV 19)(1996).ISO
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HELP3.TXT
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1994-03-17
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───────────────────────────── ARMY MAINTENANCE ───────────────────────────────
Add Army:
This will build an army in either your capital or other significant city.
For each type of troop you are asked the number (usually in 100s) that you
do want to include in the army.
Troop Morale:
This number determines the loss in percentages at which these troops will
break off combat. Since battle is done in rounds casualties mount after a
few rounds of battle. Troops with high morale will continue to fight while
those with low morale will break off combat. More importantly this is the
combat ability of the troops. The higher the level of morale the better the
chance of inflicting damage to then enemy.
This number will go up with combat victories or training. It will go down
when the unit suffers a loss. Since garrison duty tended to soften up
troops each turn troops in a garrison will lose one morale point.
Troops with very poor morale (20% or less) will disperse if they are beaten
in battle.
Split:
When you split one army into two, the original army will retain its old
morale and leader. A new leader may be selected for the new army. Also
your morale of the original army is unchanged.
Join:
When joining two armies only one leader of the two may be selected. The
other leader goes into transit and is unavailable for the remainder of the
turn. The morale of each type of troop will be averaged together and
prorated as per the number of troops.
In order to extricate a good leader out of a bad situation and send him
home do the following: Split his army. Join his army with the one just
split. Choose a new leader or no leader, but not him. Your leader will now
be available next turn for a new assignment.
New armies will appear in the capital city. If it, or any build city, is
occupied by enemy troops no army can be built in that space.
Armies:
Armies can be modified when in the capital city. If there are available
troops these can be added into the army. Also troops can be taken from the
army and put back into the reserve pool. Troop morale will be reset to their
initial values with the addition of any new troops.
Garrisons:
Troops split from other armies into garrison forces cannot move. They can
defend the city that they are assigned, but if a garrison force is driven
away from its city it is disbanded and the troops return to the owner's
reserve pool.
Leaders influence battle by adding to the fighting ability of troops with
their Tactical skill and add to the morale with their Leadership. Each
Tactical factor adds about 3% to the fighting ability of troops. Leadership
also is an indication of the number of troops the leader can lead into battle.
This number is 10,000 plus 4,000 for each leadership factor. More troops than
this may be in the army led by the leader but they do not partake in the
battle. As not all possible leaders appear on the available list a player
must choose only from those available. Leaders always benefit an army, even a
poor one. Leaders relieved of command will be 'in transit' for the remainder
of the turn. Only with a leader may your army move at full speed or force
march.
Additional movement help is available inside the Movement Option.
New Armies are formed in the following locations:
Empire Armys 1-7 Army 8 Army 9
Rome Rome Neapolis Rome
Carthage Carthage Hadrumetum Carthage
Macedonia Pella Thessalonica Athens
Egypt Memphis Thebes Alexandria
Parthia Ctesphon Nisa Charax
Persia Persepolis Pasargadae Hormuz
Troop Types:
Infantry- Units of 100 men in close formations. Usually in armor and shield.
Levies/Archers- This represents either of two types:
1) Levies of 100 untrained men with little or no armor. Armed with
spears and short thrusting weapons.
2) 100 archers with some light infantry.
If this unit's morale is less than 67% they are considered to be
levies. Once they reach 67% or more they become archers.
Cavalry- Trained cavalry with moderate armor. Usually the horse will not be
armored. Usually twice as effective as infantry in the open by only
25% as effective against cities.
Chariots- Armored chariot with 4 or more horses carrying 3 or more men. Three
times as effective as infantry in the open, but very poor in woods,
mountains and cities.
Catapharacts- Fully armored men and armored horses. Generally armed with a
12 or more foot lance and sword. These are the 'panzers' of the
eastern armies.
Engine- Seige or projectile throwing weapon. Very useful against city
targets or ships. Less useful against enemy units in the open.
Elephant- Either Indian or Small African Mountain elephant. These may or may
not have an armored box atop it. Horses tend to panic at the approach
of elephants. Each round of combat a number of enemy cavalry equal to
the number of elephants employed will rout from the battle.
Combat effectiveness - Open terrain:
Infantry : 30 Levies : 12 Archers : 17 Engines : 25
Elephants: 50 Cavalry: 40 Chariots: 60 Catapharacts: 80
Combat effectiveness - City/mountain terrain:
Infantry : 30 Levies : 12 Archers : 17 Engines : 90
Elephants: 15 Cavalry: 12 Chariots: 15 Catapharacts: 15
Also note - Additional modifications apply depending on if army is attacking
or defending from the terrain.
Troop Quality - This usually is based on morale of troops. Starting troop
morale will differ per national origin. This can be made up for by training.
Charge/missile weapon Bonus - Troops with morale of 67% or higher will
receive an opening round bonus attack. This attack will be at half strength
but if the enemy troops are below 67% morale, will not be countered. Also,
the terrain must be open, desert or coastal. All units will partake from the
second round onwards. In rough terrain or cities all units attack simultan-
eously.
─────────────────────────────────End of Help──────────────────────────────────