Post by dinscrusader on Mar 14, 2010 12:22:00 GMT -5
(Note, I do not own the rights this game. It was pillaged)
This is not a 1v1 type of battle, it is a battlefield. It is meant to test wits of commanding troops against opposing strengths and weaknesses. The rules are slightly technical, but it allows for great creativity.
Note: These battles do not require judging and are not judged.
Basically, two opposing armies are meeting each other on the battlefield. Each army is of equal size, but their strengths and weaknesses are determined by the general, which is whichever character you choose to place in that position. Each army has ten legions, not including the guards of the general (which are always designated 'Elite Cavalry'). The Legions can be of any race or monster from the Zelda Universe, but note that 'Miniboss' monsters in themselves designate an entire legion, and 'Boss monsters' can only be allowed by the original poster, and take up three legions. Any miniboss or boss can be used outside of Ganondorf, or if the original poster disagrees with the choices.
The Legions are split up into varying groups that have different types, strengths and weaknesses. They are:
Light infantry
Heavy Infantry
Elite Infantry (consumes two legions)
Light Archers/Ranged
Heavy Archers/Ranged
Elite Archers/Ranged (consumes two legions)
Ballista/Artillery (consumes two legions)
Light Cavalry
Heavy Cavalry
Elite Cavalry (consumes two legions, except there is always one Elite Cavalry supporting the general)
Auxiliary (Mercinaries, Miniboss/Bosses, untrained monsters; Minibosses consume two legions, Bosses consume three legions)
Mages/Warlocks (consumes two Legions)
Gods (consumes four legions, Din, Farore, Nayru, and Majora consume five legions, the Sages only consume two legions)
Note: Flying legions are considered cavalry, and have the same strengths and weaknesses, except they are particularly weak against Elite Archers and Ballistas.
You can also choose from any race that is currently allowed on the board, provided you give a good example of how they battle and/or what type of Legion they would logically fall under.
Description of the Legions:
Light Infantry: Basic fighting Legion, is considered the 'pawn' of the battlefield, used for basic attacks and to block other legions from getting to other parts of the army. Their main strategic use is distraction and blocking, however if they do break through they are strong against all forms of archers and ballista. Usually equipped with lighter armor and usually small swords and shields. They are weak against cavalry and auxiliary unites of all forms.
Light Infantry >strong against> Archers (all), Ballista (all)
Light Infantry >weak against> Cavalry (all), Auxiliary (all, particularly weak against minibosses/bosses), Archers (all, ranged)
Heavy Infantry: Heavy armored fighting Legion, using thick armor plating, large shields, and either bigger swords and/or spears. They can be used as a phalanx, in which case they are incredibly strong against cavalry in all forms. If using as phalanx, designate such. They are also strong against Auxiliary units (including minibosses/bosses), but are weak against artillery and Heavy/Elite archer units. They move very slowly on the battlefield, but have the highest defense of any unit.
Heavy Infantry >strong against> Cavalry (Light/Heavy, only Elite when in 'Phalanx'), Auxiliary (all)
Heavy Infantry >weak against> Archers (Heavy/Elite, ranged), Artillery
Elite Infantry: The heaviest of all infantry units, is comprised of the most skilled non-horsed Knights. They carry with them nearly any type of melee weapon (where designated), and can take almost any hit. However, they do move very slowly so are not good when surrounded by other units. Like Heavy Infantry, they can go into 'Phalanx' to be exceptionally strong against cavalry, however when they go into Phalanx they do not move and are very weak against archers and artillery. Mainly used to take down Auxiliary units to take down bosses.
Elite Infantry >strong against> Cavalry (All, in 'Phalanx'), Auxiliary (particularly strong against minibosses/bosses)
Elite Infantry >weak against> Infantry (Heavy/Light, when surrounded), Archers (when in 'Phalanx), Artiliery, Mages/Warlocks
Light Cavalry: Horses with riders, minimal armor for the horse and moderate armor for the rider. They are equipped with long swords or maces. They are strong against light infantry, archers, and artiliery. They are exceptionally weak against heavy infantry, and moderately weak against auxiliary. They serve the purpose of quick attacks. They become weak against any unit if they do not keep moving and are trapped. If they are not moving they are also weak against archers.
Light Cavalry >strong against> Light Infantry, Archers (All, except Elite), and Artillery
Light Cavalry >weak against> Infantry (Heavy/Elite exceptionally weak), Auxiliary, all units if not in motion, Cavalry (Heavy/Elite)
Heavy Cavalry: Horses with riders, wearing heavy armor. Riders are wearing equally heavy armor. They are equipped with javelins and spears, and are meant to charge down large swaths of people in single sweeps. They are still weak against heavy cavalry, but strong against Light Cavalry. Due to their lumbering nature they aren't strong at picking down single opponents unless charging at them and can make a quick escape (such as a joust). They also move slower than Light Cavalry, and likewise if are trapped and stop moving become weak against any unit, except Light Infantry.
Heavy Cavalry >strong against> Light Infantry, Light Cavalry, Artillery
Heavy Cavalry >weak against> Infantry (Heavy/Elite), Elite Cavalry, Auxiliary, Heavy/Elite Archers
Elite Cavalry: A group defined by the thickest armor and the longest spears. They also carry short swords to defend themselves at a close range, and likewise also can dismount when needed. They are mostly a defensive unit dispatched to guard the general, but more Legions can show up in a battle. They are strong against almost all units, but only in defense. They lack little in the way of actual attack. Used mostly to block a strong legion from attacking a weak legion.
Elite Cavalry >strong against> Light Infantry (defensively), Archers (Light/Heave, defensively), Cavalry (Light/Heavy, defensively)
Elite Cavalry >weak against> Auxiliary, Artillery, Heavy Infantry (Phalanx), Archers (Elite), Mages/Warlocks
Light Archers: Basic bow and arrow wielding group, are not there for accuracy but more for ranged barrages of hundreds of arrows falling out of the sky. They have moderate range and little accuracy, but high in numbers. They are weak against almost any group if that group is allowed to get close to them, otherwise they are strong against other light groups. Stronger if placed upon a hill.
Light Archers >strong against> Light Infantry (Ranged), Light Cavalry (Ranged, not in motion), Light Archers
Light Archers >weak against> Light Infantry (Close Ranged), Cavalry (all, close ranged), Auxiliary, Artiliery
Heavy Archers: Moderately armored archers that either carry long-bows or crossbows. If carrying longbows their range is very great, but their accuracy is still not too good, but power is increased. If carrying crossbows their range is that of Light Achers but they are more powerful and more accurate. They are either used for taking down heavier units with accuracy, or for taking down lighter units at a great distance. Yet like Light Archers, if an enemy gets too close they become very weak. Stronger if placed upon a hill.
Heavy Archers >strong against> Infantry (all, ranged), Cavalry (all, except Elite, when not in motion), Auxiliary
Heavy Archers >weak against> Infantry (all, close ranged), Cavalry (all, close ranged), Artiliery
Elite Archers: The most accurate and powerful of the archers, however their range is very short. They can wield Horn/Recurve/Compound Bows, Heavy Crossbows, and in some cases primitive firearms. On top of that they can also mount and dismount horses, although they are exceptionally weak upon horseback. Their main purpose is to snipe down the heavier units by piercing through their armor, and for going after the General of an enemy army. They also wear heavier armor to defend themselves, but are not strong in melee combat. They can also take down the operators of artillery when in range. They are also good at taking down bosses and flying enemies.
Elite Archers >strong against> Infantry (all, ranged), Cavalry (Heavy/Elite, when not in motion, ranged), Auxiliary (particularly strong against bosses or flying enemies), Artiliery (When in range)
Elite Archers >weak against> Infantry (Elite, close ranged), Cavalry (Heavy/Elite, close ranged), Artiliery (when not in range), Mages/Warlocks
Ballista/Artiliery: Heavy seige weapons that are strong when attacking a city or large areas of troops that aren't moving fast. They strike fear into most opposing enemies, and are very strong against boss monsters and flying enemies. They can have trebuchets, catapults, ballistas, scorpions, and in some rare cases cannonry. They are only weak when a unit can slay the operators of the machinery. If used strategically, can take down other Artiliery units. They also have the longest range of any unit.
Ballista/Artiliery >strong against> Infantry (Heavy/Elite), Cavalry (all, when not in motion), Archers (all, when out of acher's range), Auxiliary (particularly large bosses and flying monsters), other Artiliery
Ballista/Artiliery >weak against> Infantry (Light), Cavalry (all, when in motion), Archers (all, when in range), other Artiliery, Auxiliery (when in close range)
Auxiliary: Mercinaries, monsters, and other such random things. This group is comprised mostly of non-sentient or un-trained people or creatures. As for mercinaries they are of anything that has the suffix -fos behind them. When consisting of a miniboss or boss monster, the entire legion is that single monsters. The savagery of this group can strike fear into many foes, but their untrained nature makes them unpredictable on the battlefield, and less likely to follow orders directly and without question. Due to their nature, they usually do not enter the battlefield at the same time as everyone else, but arrive later on. Or, alternatively, if with a miniboss or boss monster, they might be the first to arrive on the battlefield. It is also one of the most effective group for taking down light infantry and all forms of cavalry. They however faulter against the more highly trained groups, and will faulter against the heroism of Elite groups. Finally, Mages and Warlocks are the best means by which Auxiliary can be defeated. Boss monsters are also one of the few legions that can take down Gods.
Auxiliary >strong against> Infantry (Light, very effective), Cavalry (all, very effective), Archers (light), Artillery (when in close combat), Gods (only for Bosses)
Auxiliary >weak against> Infantry (Heavy/Elite), Archers (Heavy/Elite), Artilery (when not in close range), Mages/Warlocks (weakest against)
Mages/Warlocks: The many magic users of the land, these spell-weavers are highly intellectual and seek out weaknesses in an opposing enemy's force. They are the best group for defeating Elite Legions and Bosses. If any Elite group were to face down these mages, their slow movements and blind loyalty would spell the end for them. Mages, however, are less keen against all other groups and thus serve only this narrow purpose on the battlefield. Likewise, they are particularly strong against taking down a General when in range. Employing them on the battlefield is a high gamble. It is also one of the few units that can take down Gods.
Mages/Warlocks >strong against> All Elite Units, Auxiliary (Only Bosses/Minibosses), Gods (extremely strong against)
Mages/Warlocks >weak against> All other units, Artilery, Auxiliary (mercenaries and normal monsters only)
The General: No army can fight without leadership, and that leadership comes from the general. Their existence is required for a fight, and do not take away from the legion count. The General's placement and status is highly influential to the total outcome of the battle. If, for instance, the general is hiding far behind the lines, the morale of the entire army will drop, and likewise if the General is injured. If the General is at the front lines morale is highly improved, however chances of injury to the general also increase. The General at any point might call for a ceasefire to do a 1 vs 1 battle with the opposing General, should the opposing General accept the terms. Lastly, if the General falls in battle, it does not mean an automatic victory, but highly increases the chances of the army to surrendering. Note, however, if the General is defeated when there are no more than three legions remaining, it is an automatic victory for the opposing side. Likewise, if all legions are defeated except the General, the General must surrender. That statistic, however, is more important in the 1 vs 1 match that may occur. Generals are also one of the few types that can take down Gods.
Generals >strong against> All Units (except Elite Archers in range and Mages/Warlocks) Defensively, Gods (extremely strong against) offensively
Generals >weak against> Elite Archers (when in range), Mages/Warlocks (when in range)
Gods: The ultimate gamble for any General, and likewise the most powerful unit in the universe. Gods can only be used under Battle Royale or Boss Brawl rules. Consuming five legions, they also only enter the battlefield after one legion has already been defeated on the side that wishes to use them, or 5 turns have passed. Their movements are very slow, and their abilities are very unique. Only one God is allowed for a respective army at any time. Gods cannot fight each other on the battlefield, so if two Gods remain it is considered a draw, unless the opposing God used are the Sages. Gods can only be defeated by a General or Mages/Warlocks, or the Sages, however a General sacrifices his defenses to attack a God. Gods are allowed only one ability, and therefore potentially easy prey for a General. However, a General must attack it for two turns for it to be defeated, allowing enough time for an opposing army to move its troops in to attack the General. Once a God is summoned it will remain on the battlefield until it is either defeated, the battle is over, or due to the nature of their ability is forced to leave, and will use its special ability once every two turns. The God's special abilites cannot be used against a General.
Note all Gods here consume 4 legions, but Din, Nayru, Farore, and Majora consume 5.
List of Gods and their abilities:
Wind Fish: Has the ability to create a large gust of wind that destroys an entire legion of infantry. If no infantry unit remains, leaves the battlefield.
Ocean King: Creates a giant tidal wave that destroys two units of opposing cavalry. If no cavalry unit is present, leaves the battlefield.
Great Fairies: Ressurects one legion of any type that has already existed on the battlefield once every two turns. Cannot ressurect a General. Can be defeated by an opposing General or Mage Legion.
Jabu-Jabu: Swallows one Auxiliary unit (except bosses), thus destroying them. If no Auxiliary unit is present, leaves the battlefield.
Desert Collosus: Creates a gigant pool of quicksand which instantly swallows two legions of any unit, then leaves te battlefield.
Four Giants: Prevent the other God from attacking for a turn, then brings back a Legioin the next time it acts, then leaves the battlefield. If no opposing God is present, it will bring back two legions each turn it has respectively, then leaves the battlefield, unless defeated by an opposing General or Mage Legion.
Valoo: Breathes a flame that incinerates any opposing Boss/Miniboss, then leaves the battlefield. If no opposing Boss/Miniboss is present, then it incinerates any opposing archer unit before leaving the battlefield.
Jabun: Brings back any legions lost before it arrives, and leaves immediately after it does.
Odolwa (God): The God of the Dekus, summons two legions of Deku Knights who are as fast as cavlary and attack like archers, and fly through the air. Leaves after summoning them.
Zephos and Cyclos: Create winds that keep the General out of enemy hands for ten turns, while also allowing the General to attack. Leave after ten turns, unless an opposing General or Mage/Warlock legion defeats them.
Light Spirits: Grant the 'ancient magic' of the Twili to one legion, then leave. That Legion is transformed into that Twili monster for five turns, and is invincible. It is weak against archers and mages/warlocks, but strong against everything else. After five turns that Legion returns to normal.
Fierce Deity: Appears only when a 1 vs 1 match is had between Generals, and transforms one of the Generals into the Fierce Deity, making them much stronger in combat.
Sages (consume only two Legions): Destroys an enemy God the instant the appear on the battlefield, not allowing them to use any ability. They are present on the battlefield from the start, and can be defeated by an opposing General before they can destroy an opposing God.
Majora: Appears and causes the moon to fall out of the sky, instantly slaying three opposing Legions, but also destroying one allied Legion in the process. Disappears afterward.
Din: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either cause a great flame that burns through two enemy legions, or changes the terrain to fit the needs of the allied army (such as creating high ground).
Nayru: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either make five of the allied Legions invincible for a turn, or can stop time against two enemy legions, preventing them from acting.
Farore: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either cause a tornado to destroy two enemy legions, or changes every unit into an elite version of their unit, except for Auxiliary, Artillery, and Mages. They will remain that way for the rest of the battle.
For the Gods that have selectable abilities, the General decides which ability to use.
~~Legion Races~~
Outside of the Auxiliary Legion, each Legion can choose from the main sentient races, with each having its own strength and weakness, but not necessarily being overcome by another race. However if a Goron were to confront a Kokiri, so long as the Goron is not infantry and the Kokiri is not cavalry, it is up to the General to make the battle realistic.
Hylians - The proud and noble race that has rule over the land of Hyrule. They are generally slender with long ears, though some can be heavier. They have average strength and speed making them the basic type of race to fill out any Legion.
Gorons - The tough and hardened rock race of the mountains. They are very wide and provide great defense. Warriors at heart, they are also incredibly strong. Normally they are very slow for movement, and are considered not good for cavalry. They can, however, sacrifice armor to roll into balls to be at great speeds, yet this lack of defense means that if they stop at any time they are totally vulnerable.
Zoras - The beautiful and peaceful race of aquarians who live in lakes and streams. They are usually taller than Hylians and are gentle, but sometimes arrogant. Tacticians at heart they bring much cunning and strategy to battle, deciding to outwit opponents rather than overcome them with brute force. On foot they are also faster than Hylians, and due to their skill with spears make great for Phalanx formations or in Cavalry.
Gerudo - The all-female race that dwells in the desert. They are cunning, keen, and opportunists. Unlike Zoras who use obvious advantages, Gerudos use subtle trickery to make the enemy believe one thing whlie doing another. Experts at curved blades they are excellent as light infantry due to their sleek movements and ability to cut through lines of archers. They are also good as Elite Archers who are mounted on horseback, for their ability to shoot with great accuracy from such steeds.
Kokiri - The diminutive and child-like race from the woods. They are often shy but very friendly and boost the morale of anyone who is in their company. Due to their small stature they are best kept away from front lines. Yet their keen eyesight and quick reflexes make them great as archers, especially when in large numbers.
Deku - The plant-like race from the woods, these creatures are slightly arrogant but work well in groups. Their freakish appearance assists in making a foe fearful of them, and since some of them grow to be of very large size can be used to plow through smaller foes. Coming equipped with ranged weapons they no doubt make good low-accuracy but high volume archers, but they can also be of aerial cavalry, able to drop Deku Nuts on foes.
~~~Battle Rules~~~
Classic Rules: Two enemies face off on a designated battle of choice, which can be anywhere in Termina/Hyrule, taking into account the advantages and weakness of those terrains. Each General must submit 10 Legions worth of troops, plus the character they wish to act as the General. During the conflict each General must go through all 10 Legions to describe their actions, unless they want to keep them remaining idle for the time being. If a General does not describe the actions of a Legion under attack, that Legion is considered defeated. Generals must take into account the strengths and weaknesses, plus the movement of all Legions on the battlefield. A General cannot claim victory of a weak Legion against a strong Legion at any time. Generals can direct only one Legion to attack one Legion, but two Legions can attack one Legion at the same time.
In Classic Rules a General can call for a ceasefire to go into 1 vs 1 combat, so long as the opposing General agrees to the terms. A General can surrender in a 1 vs 1 and continue the battle, but forfeits two Legions for the defeat. If a General is slain during a 1 vs 1 match, the battle is instantly decided to the winning General. If a General is slain and there are no more than 3 Legions on the battlefield, the opposing team claims victory. If all the Legions except the General is defeated, the opposing team claims victory. A General can surrender the battle at any time.
All Legions arrive on the battlefield at the same time and start fighting at the same time. Only one Boss/Miniboss is allowed on the field in a respective army at one time. If a General does not respond to the opposing General's attacks within three (Earth time) days, that General is considered defeated and his army routed. Gods are not allowed.
Battle Royale: Two enemies face off on a designated battle of choice. Each army is allowed up to ten Legions, and likewise 1 vs 1 matches can be declared at any time. However, if a 1 vs 1 match is declared, the opposing General cannot surrender and must fight to the death. If the opposing General is defeated in the 1 vs 1 match the opposing army wins. Still, the opposing General can decide not to enter a 1 vs 1 match.
Rules of victory are that all enemy Legions are defeated, at which point an automatic 1 vs 1 match is drawn up between the two Generals. The one who wins the 1 vs 1 wins the battle. More than one boss/miniboss can be in a respective army at one time. Gods are allowed.
City Rules: Two enemies face off where one is trying to capture a city and the other is trying to defend it. Ten Legions are allowed for either side, only one boss/miniboss is allowed in a respective army at one time. For the defending army, five legions are considered on the walls, while five are considered inside the city. Strategy is key when choosing who to have upon the walls and in the city. At any time the defending army can send out the 5 Legions from the city beyond the walls, however the 5 Legions on the walls cannot assist. If the attacking army is successful in defeating the 5 Wall Legions, the General and 5 Legions are forced to fight inside the walls. Ballista/Artiliery units for the attacking army are either considered attacking, or assisting, wherein they take the place of ladders in which the oppsing army can take the walls.
For the attacking army, all Wall Legions must be defeated, and the enemy should be left with no more than two Legions in the city to claim victory. For the defending city, victory is claimed when the opposing army has no more than five Legions outside the walls remaining, or no more than three Legions inside the walls remaining. If the attacking General is slain, the defending army claims victory. If the defending general is slain, no more than one Legion must remain to claim victory. Gods are not allowed.
Boss Brawl: Two enemies meet on the designated field of battle. The army is allowed ten Legions. Each Legion is comprised of one boss/miniboss. The same boss CAN be on the same field at the same time. All bosses from any Legend of Zelda game may be used, except Ganondorf, Vaati, Veran, and General Onyx. However, Gods can be used in this fight. Each attack is a 1 vs 1 match between a boss/miniboss. If a boss claims victory over another boss, it can be reused to fight another battle. The battle continues until one side has no bosses left, at which time the opposing army is defeated.
~~~Movement and Attacking~~~
At the start of the battle the person who initiated the conflict has the first move, however they can usually only move units into position. Likewise the second person can only move units into the positions in response and cannot attack unless the first person strictly states they have moved into range. Movements always take one turn, attacking takes another. A unit will remain attacking another unit until that unit is either defeated or flees. A strong unit can destroy a weak unit in two turns (unless specifically stated it is very weak), neutral units can destroy each other in three turns, and weak units may destroy a strong unit in four turns. It is up to the General to describe, however, how that unit goes about destroying the other.
For example, if a General uses cavalry to attack a light infantry, that General must describe the attack in order for it to count. If the General does not have at least three sentances describing the attack, it is considered a 'miss' and the opposing unit sustains itself for another turn. It is up to the creativity of the General therefore to win the battle.
For ranged attackers who do not need to move to attack different units, it still requires them one turn to switch targets before attacking again. All 'movement' commands only require one sentance for that unit, unless the General is trying to strategically place them, in which it takes two sentences (such as placing archers upon a hilltop). For Bosses and Minibosses attacking a unit, it requires four sentences to alleviate the opposing enemy for that turn. For a God it takes six sentences to use its special ability, otherwise likewise it is considered a 'miss' for the God and it is now allowed to do another move for two turns. At any time a legion can flee from their attacker, unless they have two or more units attacking them, in which case they are stuck. The fleeing unit must state so in three sentences for their movement. An attacker can pursue them and catch up and keep them there if they write down four sentences, at which point the unit can only flee if they write down ten sentences.
Concise:
Strong vs. Weak: 2 turns to defeat
Neutral vs. Neutral: 4 turns to defeat
Weak vs. Strong 8 turns to defeat
God Ability Kills: 1 turn
Movement: One sentence, strategically: two sentences, one turn
Attacking: Three sentences, one turn
Switching Targets (ranged/ballista/mages): One sentence, one turn
Bosses/Minibosses (Movement and Attacking): 4 sentences, one turn
Gods: Six Sentences, two turns
Fleeing an attack: Three sentences, one turn
Capturing a fleeing enemy: Four sentences
Subsequent flees: Ten sentences
Units also can be slowly worked down. Each General must take note of how much their units are losing themselves. Each unit is comprised of four blocks of 'health'. If attacked by a strong opponent, two blocks are taken away. If attacked by a neutral opponent, only one block is taken away. If attacked by a weak opponent, only half of a block is taken away.
Each legion will be written and managed like thus:
(Heavy Cavalry) Health: 2.5/4 Attacking: Enemy Light Infantry (Right, Left, 1, 2) (or Moving: To Enemy Light Infantry positions)
<Attacking with the use of three sentences here>
(Or <Moving with the use of one sentence here>)
If there is more than one of the same group, a General must specify which of the same groups are being attacked, thus the purpose of the movements of units in the first two moves. This will designate either their position on the line (which is always from that General's perspective) to either right, left, or center. Unless the General already designates at the start if it is a numbered legion, such as Light Infantry Legion 1, etc.
Blocking: One Legion can step in the way of another allied legion, and block an attacker from getting to it. This is accomplished by stating a Legion is in front of another when the initial setup is had, or when a legion is not under attack currently. All blocking is consiedered movement and therefore requires one sentence to move. If a Legion is blocked by another, any attacking Legion must fight the Legion that is doing the blocking before it can move on to the one behind it. The downside is the blocked Legion cannot act until the Legion in front of it moves out of the way.
Battlefield Layout: Hills and valleys play important parts in any battle. It is determined by the original poster where hills are in relation to the forces, although it is common courteousy for the original poster not to automatically place his forces on top of a hill. Hills provide good defenses, and will always cut an attacking Legion's attack by one point. Movement toward hills requires two turns, allowing time for opposing forces to engage in battle and prevent them from possibly fleeing. A wise General will place his archers and ballista upon hilltops for protection. If the God Din has been summoned and has created a hill, that hill automatically appears below the Legion that was targeted, making it so they have the defenses without having to use a turn to move. Any Legion can remove themselves from a hill using the movement of one sentence for one turn.
Staying Put: Sometimes the shrewd General chooses not to move his troops or engage in combat, in which case a turn is spent keeping a Legion battle-ready but not in motion. This foritfied stance requires two sentences and one turn, but has the bonus of reducing an opponent's intial attack by two points. If a Legion is already under assault, they cannot use this method to reduce the attack. They can only fight back or flee
Is anybody intrested?
This is not a 1v1 type of battle, it is a battlefield. It is meant to test wits of commanding troops against opposing strengths and weaknesses. The rules are slightly technical, but it allows for great creativity.
Note: These battles do not require judging and are not judged.
Basically, two opposing armies are meeting each other on the battlefield. Each army is of equal size, but their strengths and weaknesses are determined by the general, which is whichever character you choose to place in that position. Each army has ten legions, not including the guards of the general (which are always designated 'Elite Cavalry'). The Legions can be of any race or monster from the Zelda Universe, but note that 'Miniboss' monsters in themselves designate an entire legion, and 'Boss monsters' can only be allowed by the original poster, and take up three legions. Any miniboss or boss can be used outside of Ganondorf, or if the original poster disagrees with the choices.
The Legions are split up into varying groups that have different types, strengths and weaknesses. They are:
Light infantry
Heavy Infantry
Elite Infantry (consumes two legions)
Light Archers/Ranged
Heavy Archers/Ranged
Elite Archers/Ranged (consumes two legions)
Ballista/Artillery (consumes two legions)
Light Cavalry
Heavy Cavalry
Elite Cavalry (consumes two legions, except there is always one Elite Cavalry supporting the general)
Auxiliary (Mercinaries, Miniboss/Bosses, untrained monsters; Minibosses consume two legions, Bosses consume three legions)
Mages/Warlocks (consumes two Legions)
Gods (consumes four legions, Din, Farore, Nayru, and Majora consume five legions, the Sages only consume two legions)
Note: Flying legions are considered cavalry, and have the same strengths and weaknesses, except they are particularly weak against Elite Archers and Ballistas.
You can also choose from any race that is currently allowed on the board, provided you give a good example of how they battle and/or what type of Legion they would logically fall under.
Description of the Legions:
Light Infantry: Basic fighting Legion, is considered the 'pawn' of the battlefield, used for basic attacks and to block other legions from getting to other parts of the army. Their main strategic use is distraction and blocking, however if they do break through they are strong against all forms of archers and ballista. Usually equipped with lighter armor and usually small swords and shields. They are weak against cavalry and auxiliary unites of all forms.
Light Infantry >strong against> Archers (all), Ballista (all)
Light Infantry >weak against> Cavalry (all), Auxiliary (all, particularly weak against minibosses/bosses), Archers (all, ranged)
Heavy Infantry: Heavy armored fighting Legion, using thick armor plating, large shields, and either bigger swords and/or spears. They can be used as a phalanx, in which case they are incredibly strong against cavalry in all forms. If using as phalanx, designate such. They are also strong against Auxiliary units (including minibosses/bosses), but are weak against artillery and Heavy/Elite archer units. They move very slowly on the battlefield, but have the highest defense of any unit.
Heavy Infantry >strong against> Cavalry (Light/Heavy, only Elite when in 'Phalanx'), Auxiliary (all)
Heavy Infantry >weak against> Archers (Heavy/Elite, ranged), Artillery
Elite Infantry: The heaviest of all infantry units, is comprised of the most skilled non-horsed Knights. They carry with them nearly any type of melee weapon (where designated), and can take almost any hit. However, they do move very slowly so are not good when surrounded by other units. Like Heavy Infantry, they can go into 'Phalanx' to be exceptionally strong against cavalry, however when they go into Phalanx they do not move and are very weak against archers and artillery. Mainly used to take down Auxiliary units to take down bosses.
Elite Infantry >strong against> Cavalry (All, in 'Phalanx'), Auxiliary (particularly strong against minibosses/bosses)
Elite Infantry >weak against> Infantry (Heavy/Light, when surrounded), Archers (when in 'Phalanx), Artiliery, Mages/Warlocks
Light Cavalry: Horses with riders, minimal armor for the horse and moderate armor for the rider. They are equipped with long swords or maces. They are strong against light infantry, archers, and artiliery. They are exceptionally weak against heavy infantry, and moderately weak against auxiliary. They serve the purpose of quick attacks. They become weak against any unit if they do not keep moving and are trapped. If they are not moving they are also weak against archers.
Light Cavalry >strong against> Light Infantry, Archers (All, except Elite), and Artillery
Light Cavalry >weak against> Infantry (Heavy/Elite exceptionally weak), Auxiliary, all units if not in motion, Cavalry (Heavy/Elite)
Heavy Cavalry: Horses with riders, wearing heavy armor. Riders are wearing equally heavy armor. They are equipped with javelins and spears, and are meant to charge down large swaths of people in single sweeps. They are still weak against heavy cavalry, but strong against Light Cavalry. Due to their lumbering nature they aren't strong at picking down single opponents unless charging at them and can make a quick escape (such as a joust). They also move slower than Light Cavalry, and likewise if are trapped and stop moving become weak against any unit, except Light Infantry.
Heavy Cavalry >strong against> Light Infantry, Light Cavalry, Artillery
Heavy Cavalry >weak against> Infantry (Heavy/Elite), Elite Cavalry, Auxiliary, Heavy/Elite Archers
Elite Cavalry: A group defined by the thickest armor and the longest spears. They also carry short swords to defend themselves at a close range, and likewise also can dismount when needed. They are mostly a defensive unit dispatched to guard the general, but more Legions can show up in a battle. They are strong against almost all units, but only in defense. They lack little in the way of actual attack. Used mostly to block a strong legion from attacking a weak legion.
Elite Cavalry >strong against> Light Infantry (defensively), Archers (Light/Heave, defensively), Cavalry (Light/Heavy, defensively)
Elite Cavalry >weak against> Auxiliary, Artillery, Heavy Infantry (Phalanx), Archers (Elite), Mages/Warlocks
Light Archers: Basic bow and arrow wielding group, are not there for accuracy but more for ranged barrages of hundreds of arrows falling out of the sky. They have moderate range and little accuracy, but high in numbers. They are weak against almost any group if that group is allowed to get close to them, otherwise they are strong against other light groups. Stronger if placed upon a hill.
Light Archers >strong against> Light Infantry (Ranged), Light Cavalry (Ranged, not in motion), Light Archers
Light Archers >weak against> Light Infantry (Close Ranged), Cavalry (all, close ranged), Auxiliary, Artiliery
Heavy Archers: Moderately armored archers that either carry long-bows or crossbows. If carrying longbows their range is very great, but their accuracy is still not too good, but power is increased. If carrying crossbows their range is that of Light Achers but they are more powerful and more accurate. They are either used for taking down heavier units with accuracy, or for taking down lighter units at a great distance. Yet like Light Archers, if an enemy gets too close they become very weak. Stronger if placed upon a hill.
Heavy Archers >strong against> Infantry (all, ranged), Cavalry (all, except Elite, when not in motion), Auxiliary
Heavy Archers >weak against> Infantry (all, close ranged), Cavalry (all, close ranged), Artiliery
Elite Archers: The most accurate and powerful of the archers, however their range is very short. They can wield Horn/Recurve/Compound Bows, Heavy Crossbows, and in some cases primitive firearms. On top of that they can also mount and dismount horses, although they are exceptionally weak upon horseback. Their main purpose is to snipe down the heavier units by piercing through their armor, and for going after the General of an enemy army. They also wear heavier armor to defend themselves, but are not strong in melee combat. They can also take down the operators of artillery when in range. They are also good at taking down bosses and flying enemies.
Elite Archers >strong against> Infantry (all, ranged), Cavalry (Heavy/Elite, when not in motion, ranged), Auxiliary (particularly strong against bosses or flying enemies), Artiliery (When in range)
Elite Archers >weak against> Infantry (Elite, close ranged), Cavalry (Heavy/Elite, close ranged), Artiliery (when not in range), Mages/Warlocks
Ballista/Artiliery: Heavy seige weapons that are strong when attacking a city or large areas of troops that aren't moving fast. They strike fear into most opposing enemies, and are very strong against boss monsters and flying enemies. They can have trebuchets, catapults, ballistas, scorpions, and in some rare cases cannonry. They are only weak when a unit can slay the operators of the machinery. If used strategically, can take down other Artiliery units. They also have the longest range of any unit.
Ballista/Artiliery >strong against> Infantry (Heavy/Elite), Cavalry (all, when not in motion), Archers (all, when out of acher's range), Auxiliary (particularly large bosses and flying monsters), other Artiliery
Ballista/Artiliery >weak against> Infantry (Light), Cavalry (all, when in motion), Archers (all, when in range), other Artiliery, Auxiliery (when in close range)
Auxiliary: Mercinaries, monsters, and other such random things. This group is comprised mostly of non-sentient or un-trained people or creatures. As for mercinaries they are of anything that has the suffix -fos behind them. When consisting of a miniboss or boss monster, the entire legion is that single monsters. The savagery of this group can strike fear into many foes, but their untrained nature makes them unpredictable on the battlefield, and less likely to follow orders directly and without question. Due to their nature, they usually do not enter the battlefield at the same time as everyone else, but arrive later on. Or, alternatively, if with a miniboss or boss monster, they might be the first to arrive on the battlefield. It is also one of the most effective group for taking down light infantry and all forms of cavalry. They however faulter against the more highly trained groups, and will faulter against the heroism of Elite groups. Finally, Mages and Warlocks are the best means by which Auxiliary can be defeated. Boss monsters are also one of the few legions that can take down Gods.
Auxiliary >strong against> Infantry (Light, very effective), Cavalry (all, very effective), Archers (light), Artillery (when in close combat), Gods (only for Bosses)
Auxiliary >weak against> Infantry (Heavy/Elite), Archers (Heavy/Elite), Artilery (when not in close range), Mages/Warlocks (weakest against)
Mages/Warlocks: The many magic users of the land, these spell-weavers are highly intellectual and seek out weaknesses in an opposing enemy's force. They are the best group for defeating Elite Legions and Bosses. If any Elite group were to face down these mages, their slow movements and blind loyalty would spell the end for them. Mages, however, are less keen against all other groups and thus serve only this narrow purpose on the battlefield. Likewise, they are particularly strong against taking down a General when in range. Employing them on the battlefield is a high gamble. It is also one of the few units that can take down Gods.
Mages/Warlocks >strong against> All Elite Units, Auxiliary (Only Bosses/Minibosses), Gods (extremely strong against)
Mages/Warlocks >weak against> All other units, Artilery, Auxiliary (mercenaries and normal monsters only)
The General: No army can fight without leadership, and that leadership comes from the general. Their existence is required for a fight, and do not take away from the legion count. The General's placement and status is highly influential to the total outcome of the battle. If, for instance, the general is hiding far behind the lines, the morale of the entire army will drop, and likewise if the General is injured. If the General is at the front lines morale is highly improved, however chances of injury to the general also increase. The General at any point might call for a ceasefire to do a 1 vs 1 battle with the opposing General, should the opposing General accept the terms. Lastly, if the General falls in battle, it does not mean an automatic victory, but highly increases the chances of the army to surrendering. Note, however, if the General is defeated when there are no more than three legions remaining, it is an automatic victory for the opposing side. Likewise, if all legions are defeated except the General, the General must surrender. That statistic, however, is more important in the 1 vs 1 match that may occur. Generals are also one of the few types that can take down Gods.
Generals >strong against> All Units (except Elite Archers in range and Mages/Warlocks) Defensively, Gods (extremely strong against) offensively
Generals >weak against> Elite Archers (when in range), Mages/Warlocks (when in range)
Gods: The ultimate gamble for any General, and likewise the most powerful unit in the universe. Gods can only be used under Battle Royale or Boss Brawl rules. Consuming five legions, they also only enter the battlefield after one legion has already been defeated on the side that wishes to use them, or 5 turns have passed. Their movements are very slow, and their abilities are very unique. Only one God is allowed for a respective army at any time. Gods cannot fight each other on the battlefield, so if two Gods remain it is considered a draw, unless the opposing God used are the Sages. Gods can only be defeated by a General or Mages/Warlocks, or the Sages, however a General sacrifices his defenses to attack a God. Gods are allowed only one ability, and therefore potentially easy prey for a General. However, a General must attack it for two turns for it to be defeated, allowing enough time for an opposing army to move its troops in to attack the General. Once a God is summoned it will remain on the battlefield until it is either defeated, the battle is over, or due to the nature of their ability is forced to leave, and will use its special ability once every two turns. The God's special abilites cannot be used against a General.
Note all Gods here consume 4 legions, but Din, Nayru, Farore, and Majora consume 5.
List of Gods and their abilities:
Wind Fish: Has the ability to create a large gust of wind that destroys an entire legion of infantry. If no infantry unit remains, leaves the battlefield.
Ocean King: Creates a giant tidal wave that destroys two units of opposing cavalry. If no cavalry unit is present, leaves the battlefield.
Great Fairies: Ressurects one legion of any type that has already existed on the battlefield once every two turns. Cannot ressurect a General. Can be defeated by an opposing General or Mage Legion.
Jabu-Jabu: Swallows one Auxiliary unit (except bosses), thus destroying them. If no Auxiliary unit is present, leaves the battlefield.
Desert Collosus: Creates a gigant pool of quicksand which instantly swallows two legions of any unit, then leaves te battlefield.
Four Giants: Prevent the other God from attacking for a turn, then brings back a Legioin the next time it acts, then leaves the battlefield. If no opposing God is present, it will bring back two legions each turn it has respectively, then leaves the battlefield, unless defeated by an opposing General or Mage Legion.
Valoo: Breathes a flame that incinerates any opposing Boss/Miniboss, then leaves the battlefield. If no opposing Boss/Miniboss is present, then it incinerates any opposing archer unit before leaving the battlefield.
Jabun: Brings back any legions lost before it arrives, and leaves immediately after it does.
Odolwa (God): The God of the Dekus, summons two legions of Deku Knights who are as fast as cavlary and attack like archers, and fly through the air. Leaves after summoning them.
Zephos and Cyclos: Create winds that keep the General out of enemy hands for ten turns, while also allowing the General to attack. Leave after ten turns, unless an opposing General or Mage/Warlock legion defeats them.
Light Spirits: Grant the 'ancient magic' of the Twili to one legion, then leave. That Legion is transformed into that Twili monster for five turns, and is invincible. It is weak against archers and mages/warlocks, but strong against everything else. After five turns that Legion returns to normal.
Fierce Deity: Appears only when a 1 vs 1 match is had between Generals, and transforms one of the Generals into the Fierce Deity, making them much stronger in combat.
Sages (consume only two Legions): Destroys an enemy God the instant the appear on the battlefield, not allowing them to use any ability. They are present on the battlefield from the start, and can be defeated by an opposing General before they can destroy an opposing God.
Majora: Appears and causes the moon to fall out of the sky, instantly slaying three opposing Legions, but also destroying one allied Legion in the process. Disappears afterward.
Din: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either cause a great flame that burns through two enemy legions, or changes the terrain to fit the needs of the allied army (such as creating high ground).
Nayru: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either make five of the allied Legions invincible for a turn, or can stop time against two enemy legions, preventing them from acting.
Farore: Appears and remains on the battlefield for the remaining battle, can be defeated by the opposing army. Every three turns she can either cause a tornado to destroy two enemy legions, or changes every unit into an elite version of their unit, except for Auxiliary, Artillery, and Mages. They will remain that way for the rest of the battle.
For the Gods that have selectable abilities, the General decides which ability to use.
~~Legion Races~~
Outside of the Auxiliary Legion, each Legion can choose from the main sentient races, with each having its own strength and weakness, but not necessarily being overcome by another race. However if a Goron were to confront a Kokiri, so long as the Goron is not infantry and the Kokiri is not cavalry, it is up to the General to make the battle realistic.
Hylians - The proud and noble race that has rule over the land of Hyrule. They are generally slender with long ears, though some can be heavier. They have average strength and speed making them the basic type of race to fill out any Legion.
Gorons - The tough and hardened rock race of the mountains. They are very wide and provide great defense. Warriors at heart, they are also incredibly strong. Normally they are very slow for movement, and are considered not good for cavalry. They can, however, sacrifice armor to roll into balls to be at great speeds, yet this lack of defense means that if they stop at any time they are totally vulnerable.
Zoras - The beautiful and peaceful race of aquarians who live in lakes and streams. They are usually taller than Hylians and are gentle, but sometimes arrogant. Tacticians at heart they bring much cunning and strategy to battle, deciding to outwit opponents rather than overcome them with brute force. On foot they are also faster than Hylians, and due to their skill with spears make great for Phalanx formations or in Cavalry.
Gerudo - The all-female race that dwells in the desert. They are cunning, keen, and opportunists. Unlike Zoras who use obvious advantages, Gerudos use subtle trickery to make the enemy believe one thing whlie doing another. Experts at curved blades they are excellent as light infantry due to their sleek movements and ability to cut through lines of archers. They are also good as Elite Archers who are mounted on horseback, for their ability to shoot with great accuracy from such steeds.
Kokiri - The diminutive and child-like race from the woods. They are often shy but very friendly and boost the morale of anyone who is in their company. Due to their small stature they are best kept away from front lines. Yet their keen eyesight and quick reflexes make them great as archers, especially when in large numbers.
Deku - The plant-like race from the woods, these creatures are slightly arrogant but work well in groups. Their freakish appearance assists in making a foe fearful of them, and since some of them grow to be of very large size can be used to plow through smaller foes. Coming equipped with ranged weapons they no doubt make good low-accuracy but high volume archers, but they can also be of aerial cavalry, able to drop Deku Nuts on foes.
~~~Battle Rules~~~
Classic Rules: Two enemies face off on a designated battle of choice, which can be anywhere in Termina/Hyrule, taking into account the advantages and weakness of those terrains. Each General must submit 10 Legions worth of troops, plus the character they wish to act as the General. During the conflict each General must go through all 10 Legions to describe their actions, unless they want to keep them remaining idle for the time being. If a General does not describe the actions of a Legion under attack, that Legion is considered defeated. Generals must take into account the strengths and weaknesses, plus the movement of all Legions on the battlefield. A General cannot claim victory of a weak Legion against a strong Legion at any time. Generals can direct only one Legion to attack one Legion, but two Legions can attack one Legion at the same time.
In Classic Rules a General can call for a ceasefire to go into 1 vs 1 combat, so long as the opposing General agrees to the terms. A General can surrender in a 1 vs 1 and continue the battle, but forfeits two Legions for the defeat. If a General is slain during a 1 vs 1 match, the battle is instantly decided to the winning General. If a General is slain and there are no more than 3 Legions on the battlefield, the opposing team claims victory. If all the Legions except the General is defeated, the opposing team claims victory. A General can surrender the battle at any time.
All Legions arrive on the battlefield at the same time and start fighting at the same time. Only one Boss/Miniboss is allowed on the field in a respective army at one time. If a General does not respond to the opposing General's attacks within three (Earth time) days, that General is considered defeated and his army routed. Gods are not allowed.
Battle Royale: Two enemies face off on a designated battle of choice. Each army is allowed up to ten Legions, and likewise 1 vs 1 matches can be declared at any time. However, if a 1 vs 1 match is declared, the opposing General cannot surrender and must fight to the death. If the opposing General is defeated in the 1 vs 1 match the opposing army wins. Still, the opposing General can decide not to enter a 1 vs 1 match.
Rules of victory are that all enemy Legions are defeated, at which point an automatic 1 vs 1 match is drawn up between the two Generals. The one who wins the 1 vs 1 wins the battle. More than one boss/miniboss can be in a respective army at one time. Gods are allowed.
City Rules: Two enemies face off where one is trying to capture a city and the other is trying to defend it. Ten Legions are allowed for either side, only one boss/miniboss is allowed in a respective army at one time. For the defending army, five legions are considered on the walls, while five are considered inside the city. Strategy is key when choosing who to have upon the walls and in the city. At any time the defending army can send out the 5 Legions from the city beyond the walls, however the 5 Legions on the walls cannot assist. If the attacking army is successful in defeating the 5 Wall Legions, the General and 5 Legions are forced to fight inside the walls. Ballista/Artiliery units for the attacking army are either considered attacking, or assisting, wherein they take the place of ladders in which the oppsing army can take the walls.
For the attacking army, all Wall Legions must be defeated, and the enemy should be left with no more than two Legions in the city to claim victory. For the defending city, victory is claimed when the opposing army has no more than five Legions outside the walls remaining, or no more than three Legions inside the walls remaining. If the attacking General is slain, the defending army claims victory. If the defending general is slain, no more than one Legion must remain to claim victory. Gods are not allowed.
Boss Brawl: Two enemies meet on the designated field of battle. The army is allowed ten Legions. Each Legion is comprised of one boss/miniboss. The same boss CAN be on the same field at the same time. All bosses from any Legend of Zelda game may be used, except Ganondorf, Vaati, Veran, and General Onyx. However, Gods can be used in this fight. Each attack is a 1 vs 1 match between a boss/miniboss. If a boss claims victory over another boss, it can be reused to fight another battle. The battle continues until one side has no bosses left, at which time the opposing army is defeated.
~~~Movement and Attacking~~~
At the start of the battle the person who initiated the conflict has the first move, however they can usually only move units into position. Likewise the second person can only move units into the positions in response and cannot attack unless the first person strictly states they have moved into range. Movements always take one turn, attacking takes another. A unit will remain attacking another unit until that unit is either defeated or flees. A strong unit can destroy a weak unit in two turns (unless specifically stated it is very weak), neutral units can destroy each other in three turns, and weak units may destroy a strong unit in four turns. It is up to the General to describe, however, how that unit goes about destroying the other.
For example, if a General uses cavalry to attack a light infantry, that General must describe the attack in order for it to count. If the General does not have at least three sentances describing the attack, it is considered a 'miss' and the opposing unit sustains itself for another turn. It is up to the creativity of the General therefore to win the battle.
For ranged attackers who do not need to move to attack different units, it still requires them one turn to switch targets before attacking again. All 'movement' commands only require one sentance for that unit, unless the General is trying to strategically place them, in which it takes two sentences (such as placing archers upon a hilltop). For Bosses and Minibosses attacking a unit, it requires four sentences to alleviate the opposing enemy for that turn. For a God it takes six sentences to use its special ability, otherwise likewise it is considered a 'miss' for the God and it is now allowed to do another move for two turns. At any time a legion can flee from their attacker, unless they have two or more units attacking them, in which case they are stuck. The fleeing unit must state so in three sentences for their movement. An attacker can pursue them and catch up and keep them there if they write down four sentences, at which point the unit can only flee if they write down ten sentences.
Concise:
Strong vs. Weak: 2 turns to defeat
Neutral vs. Neutral: 4 turns to defeat
Weak vs. Strong 8 turns to defeat
God Ability Kills: 1 turn
Movement: One sentence, strategically: two sentences, one turn
Attacking: Three sentences, one turn
Switching Targets (ranged/ballista/mages): One sentence, one turn
Bosses/Minibosses (Movement and Attacking): 4 sentences, one turn
Gods: Six Sentences, two turns
Fleeing an attack: Three sentences, one turn
Capturing a fleeing enemy: Four sentences
Subsequent flees: Ten sentences
Units also can be slowly worked down. Each General must take note of how much their units are losing themselves. Each unit is comprised of four blocks of 'health'. If attacked by a strong opponent, two blocks are taken away. If attacked by a neutral opponent, only one block is taken away. If attacked by a weak opponent, only half of a block is taken away.
Each legion will be written and managed like thus:
(Heavy Cavalry) Health: 2.5/4 Attacking: Enemy Light Infantry (Right, Left, 1, 2) (or Moving: To Enemy Light Infantry positions)
<Attacking with the use of three sentences here>
(Or <Moving with the use of one sentence here>)
If there is more than one of the same group, a General must specify which of the same groups are being attacked, thus the purpose of the movements of units in the first two moves. This will designate either their position on the line (which is always from that General's perspective) to either right, left, or center. Unless the General already designates at the start if it is a numbered legion, such as Light Infantry Legion 1, etc.
Blocking: One Legion can step in the way of another allied legion, and block an attacker from getting to it. This is accomplished by stating a Legion is in front of another when the initial setup is had, or when a legion is not under attack currently. All blocking is consiedered movement and therefore requires one sentence to move. If a Legion is blocked by another, any attacking Legion must fight the Legion that is doing the blocking before it can move on to the one behind it. The downside is the blocked Legion cannot act until the Legion in front of it moves out of the way.
Battlefield Layout: Hills and valleys play important parts in any battle. It is determined by the original poster where hills are in relation to the forces, although it is common courteousy for the original poster not to automatically place his forces on top of a hill. Hills provide good defenses, and will always cut an attacking Legion's attack by one point. Movement toward hills requires two turns, allowing time for opposing forces to engage in battle and prevent them from possibly fleeing. A wise General will place his archers and ballista upon hilltops for protection. If the God Din has been summoned and has created a hill, that hill automatically appears below the Legion that was targeted, making it so they have the defenses without having to use a turn to move. Any Legion can remove themselves from a hill using the movement of one sentence for one turn.
Staying Put: Sometimes the shrewd General chooses not to move his troops or engage in combat, in which case a turn is spent keeping a Legion battle-ready but not in motion. This foritfied stance requires two sentences and one turn, but has the bonus of reducing an opponent's intial attack by two points. If a Legion is already under assault, they cannot use this method to reduce the attack. They can only fight back or flee
Is anybody intrested?