Military - Land Combat

Military – Land Combat

Units: Front/Support

  • Front: Engages in direct combat
  • Support: Behind the ‘line’, providing varying bonuses to the Army.


The hard ‘numbers’ behind a unit.

  • Initiative: Determines the Priority of Commitment in active combat, modified by certain bonuses and maluses. A high initiative unit indicates a ‘shock’ unit likely to receive the brunt of the enemy attack, whereas a low initiative unit likely indicates a skirmisher or reserve unit.
  • Discipline: Determines the Commitment to battle, the ‘lasting’ ability of a unit to fight as it takes casualties which tends to lowers the unit’s cohesion.
  • Cohesion: Treated as ‘morale’ in a sense coupled with the overall organization of a unit.
  • Recon: (Reconnaissance) The ability to spot stacks with a unit’s ‘Zone of Control’.
  • Frontage: How ‘large’ a stack is.


  • Ranges: Long → Medium → Close → Short → Close || Indirect (C/S/M/L|I)
  • Fire Off/Def:
    • Offensive: Attacker’s ‘Fire’ value
    • Defensive: Defender’s ‘Fire’ value
  • Rate of Fire: C/S/M/L|I
  • Close Off/Def:
    • Offensive: Attacker’s Close Quarters Combat value
    • Defensive: Defender’s CQC value.
  • Assault Off/Def: Similar to CQC values, but for structured areas.
  • Consumption: resources needed for the unit’s upkeep lest it takes ‘cohesion hits’ or ‘attrition’.

Army Composition

  1. Army: Collection of Units. Otherwise known as the ‘Stack’. (Player Controlled)
    • Size: Sum of _Unit_’s Frontage.
    • Recon: Highest Unit value
    • Zone of Control: Average of the Unit values.
  2. Unit: Collection of Elements. (Player Controlled)
    • Size: Sum of _Element_’s frontage
    • Recon: Highest _Element_’s value
    • Cohesion: Average training of an ‘Element’ and replenishment rate.
    • Hit point %: Percentage of Total vs Lost Hit Points in a Unit
  3. Element: Collection of Sub-Elements. (Player Determined)
    • Size: Sum of Sub-Elements’s Frontage
    • Fire Off/Def: (C/S/M/L|I) Average of Sub-Elements’s values
    • Rate of Fire: (C/S/M/L|I) Sum of Sub-Elements’s values
    • Close Range: Average of Sub-Elements’s values
    • Assault: Average of Sub-Elements’s values
    • Consumption: Sum of Sub-Elements’s values
    • Ammunition: Allows for Rate of Fire, determined by the Weapon Type.
  4. Sub-Element: Building Blocks of the Army.
    Each Sub-Element has a ‘Hit value’, which defines how easy it is to ‘hit’ a unit and deal damage.
    This is determined by the equipment, training and terrain in which the sub-element is found upon.


To be discussed in further detail in a different section, for now though Leaders will provide Command Points (CMD) while requiring and upkeep of Officers or ‘leadership’ providing demographic. They also provide various bonuses and maluses depending on their Traits and Statistics.

  • Offensive: An attribute determining bonuses to the Army in regards to Aggressive actions and stances.
  • Defensive: Similar to Offensive, although instead allowing for greater aptitude for Defensive actions and stances.
  • Strategic: An attribute determining bonuses to ‘Orders’ in general, and Logistics.
    • (?) Less likely to suffer cohesion hits due to attrition and supply issues?


How the army acts to foreign/enemy units within its Zone of Control.

  • Aggressive: Small Zone of Control. Aims for Attacker position. Reacts to all within Zone of Control.
  • Defensive: Large Zone of Control. Aims for the Defensive position. Reacts to Aggressive (Stance) or units trying to pass the Defensive Line (Order).
  • Passive: Medium Zone of Control. No preference. Doesn’t react unless an ‘Order’ specifies it.
  • Retreat: Low Zone of Control. Defender. Doesn’t react, unless successfully ’spotted and attacked. Defender > Retreat for preference.


Since this is a turn based game, orders are there to specify actions of a ‘Stack’ as a turn progresses.

  • Move: Defines where one wishes to move a unit, it emits a Zone of Control as it moves, and is indicated by a ghost image.
  • Defensive Lines: By giving up its overall Zone of Control radius, a unit can mark an area where other units ‘SHALL NOT PASS’ and is granted an impressive ‘spot’ bonus in order to aid in this.
  • Fall Back: Marks the path the unit is using as it retreats. Determined by the closest ‘Fall Back’ point.
  • Assault/Siege: Must complete the taking of the structured area before continuing on other orders.

Land Combat

I. How Battles are determined

Note: + or - relative to the likelihood of battle occurring.

Occupy same space ( + + + ), Both stacks Zone of Control overlap the opposing stack (++),

One stack’s Zone of Control overlaps the other stack (+), and Zone of Control overlap between the stacks.

Examples: In regards to Stances

  • Aggressive vs Aggressive: Roll Recon checks
    • Both Fail: No Battle
    • One Passes: Battle and ‘Pass’ gains Field of Choice.
    • Both Pass: Battle and the highest Recon roll wins, Winner = Attacker and Field of Choice, Loser = Defender
  • Aggressive vs Defender:
    • Both Fail: Resume movement for the Aggressive stack, can’t move past Defensive line.
    • Defender is the Defensive stack, Attacker is the Aggressive stack
    • One Pass: Battle and ‘Pass’ gains the Field of Choice
    • Both Pass: Battle, Highest Recon value wins, and the winner gains the Field of Choice

II. Determining Frontage

Frontage Size: Frontage Size ≤ Base value, Base value determined by terrain.
Attacker’s Army Size = AF
Attacker Leader’s Offensive attribute = AO
Defender’s Army Size = DF
Defender Leader’s Defensive attribute = DD
FoC = Field of Choice

  • Attacker has FoC
    AF + AF[((AO – DD)/AO) + 1] – DF[((DD-AO)/DD) + 1] + modifiers

*Defender has _FoC_+:
DF[((AO – DD)/DD) + 1] + modifiers

III. Battle

Military - Land Combat

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