Armies of Greyhawk

Armies

Outside of battle, the collected units of an army are represented on the map by an army token . Each token signifies the logistics, chain of command, supply wagons, provisions, equipment, and coordinated communication necessary to maintain an active fighting force.

You begin the game with one army token that starts at your capital. This starting army is led by a +0 commander using your government’s default class (or a class whose required buildings you have at start).

Recruiting Units and Reserves

Starting units your government and founding provide may be placed into this army up to its commander’s weight limit (see Chapter 7 ), or you can hold any number of units in reserve, which is an off-map area where units can be held. Units in reserve do not need to be supplied and do not affect the game.

When you recruit a new unit, you can place them in reserve or in one of your armies that currently occupies your unbesieged capital or castle(s).

Once per turn, you can place one unit from an army into your reserves or place a unit from your reserves into an existing army as though you had recruited it using the rule above.

Creating New Armies

Creating a new army token happens when you succeed on an Order (Training) check (DC

10) to create a new commander. When successful, pay 20 gold and place the new army on the board in your capital, or in a castle you control.

Army Movement

Each army token can move 32 miles per turn over land and 64 miles per turn on sea (via a shipyard). Coastal, desert, and grassland terrains are considered normal. Arctic, forest, hill, jungle, mountain, and swamp terrain are considered difficult.

When the order of army movement comes into question, the DM can decide which realm moves first or by rolling a d20 for each realm.

When an army moves into the same hex as an enemy army, its movement stops for the turn and a battle takes place after all other realms have moved.

When an attacking army loses a battle, it and its allied forces must retreat to where they came from. When a defending army loses a battle, it must retreat to an adjacent empty hex. If no such hex is available, the units of that army are placed in reserve.

Allied armies can occupy the same hex or settlement, but if those armies are involved in a battle, the highestranking commander leads units up to that commander’s weight limit. Players may need to choose which units will participate in the battle and which must be kept off-map.

Supply

At the start of each turn, all of your armies need to maintain supply , which is the necessary provisions, equipment, logistics coordination, and lines of support necessary to keep your soldiers in fighting shape.

Each unit needs to be fed an amount of supply equal to its weight per turn. Any army located in a friendly castle is automatically considered in supply.

If you cannot feed an army, it is considered out of supply.

Out of Supply

If any portion of an army is not fed, the whole army is considered out of supply. That army’s movement is cut in half and it cannot willingly move into an area that would initiate a battle.

Additionally, unsupplied armies must pay upkeep equal to the total army’s weight in gold (not just those units out of supply) for each turn it is out of supply. If you cannot pay this upkeep, you must remove units from that army, placing them in reserve, until you can meet this cost.

Controlling Enemy Provinces

When your army has an uncontested occupation of an enemy settlement after all battles have been fought, that province’s owner does not receive resources or gold from that province/settlement at the start of a new season. However, you also do not gain resources, income, or control of that province just yet.

The only way to gain permanent border-altering control of a province is through a conditional or unconditional surrender (see Treaties below).

Tiny: 1/4 square or hex

Small: 1 square or hex

Medium: 1 square or hex

Large: 4 squares (2 x 2) or 3 hexes

Huge: 9 squares (3 x 3) or 7 hexes

Gargantuan: 16+ squares (4+ x 4+) or 12+ hexes

Here’s a how each of these roughly translate on a battlemap:

Shown is a 5' square map. But the scale for an Army is 50' per square.


Articles under Armies of Greyhawk


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