Pick any race you like, pick any combination you like. If you took an elf army over one of humans, there'd be little difference, although I could say you only got 80 elves per squad instead of 100, and give the elves a reroll for archery under certain circumstances, which humans would not receive. If you want goblins, you may get 200 per squad rather than the 100 humans.
Any race goes, D&D or otherwise, as long as I have a rough idea of strengths and weaknesses to work with.
The system was designed to be easily adaptable so there are a lot of different possibilities, rather than have a totally balanced system with only a limited few unit types to choose between. That's why, on unit selection, I won't place any restrictions. If you think avariel shouldn't be mounted on pegasi, don't mount them (it won't get you much benefit anyway, other than a greater chance of survival if the pegasus is shot out of the sky). If you think elves and balors shouldn't ally, don't take both. Because of the many possibilities, I can't hope to cover all, and instead trust you yourself will come up with combinations you think fair. Of course, if your different units seem to be really stretching logic, I can just ask you to rethink it.
And carrier units will have to wait until the naval combat expansion hits the shelves, as that's where we'll see a lot of that sort of thing
I understand it's still all very abstract, so I'll try to help the armies get started some more.
You are the general of the entire army. All you need to worry about is what forces to recruit, and which areas to attack. Aside from that, you can advise the ruler in matters applying to war (e.g. diplomacy).
Your total army will, at best, consist of 100 squads. 1-5 squads make a single unit, so that's between 20 and 100 units. When creating the force, try to design them to fulfill a purpose. For example, have one defensive force to guard your land consisting of foot troops, and another one consisting of mounted or flying troops to enable a faster response. A third and possibly fourth force would be your attacking force(s).
You'll only face armies of other human players, so you can expect to face between 5 large and 25 small units. Your defensive forces should ideally be a little smaller than this, as they'll get help from the surrounding countryside in the event of an attack, and new levies will take place closeby, ensuring that you can halt an attacking army before it drives too far inland. This will allow you to field more attackers than a 50/50 split would, so you'd stand a better chance during assaults.
Of course, once we get started you can swap units between forces if you like, and use an offensive army defensively. For the list of troops, you can use the undivided force.
You can pick any race you like, and field uits of both airborne and ground based cavalry, as well as infantry (including archers and units of lesser mages). That is all for now, as siege weapons and characters will not be allowed. You can have 'heroes' lead your units in battle if you like, but they won't give the unit any special benefits. Individual powerful mages or clerics either won't have an impact (one unit of one squad is 100 men already, imagine the size of an entire army) or are non-existant. Don't bother picking them
If you have ideas for your army but aren't sure about numbers, equipment or anything else, send a PM. I can't help if I don't know what the problem is [img]smile.gif[/img]
CD's working on a force consisting mosty of mounted elves, and I hope to have it up by Monday
[ 03-07-2003, 02:54 PM: Message edited by: Legolas ]