Description of BEARER.ZIP
This scenario is based on an old role playing campaign world of
mine. The area represented is called the Southlands or Civilized
Lands (the latter by its inhabitants only). The descendants of the
original inhabitants of the area people Suhor and Malinor. And the
offspring of the barbarian tribes that displaced them in The Nan,
Great Nhalor, Thure, Arnisea, and The City States. Dwarves, elves,
and Harpies (more bird-men than traditional harpies) also dwell in
the Southlands. Orcs, goblins, giants and trolls can be found in the
wilder areas.
In creating the terrain I used 'marsh' to represent small rivers
that would hinder movement but were not navigable. Which I found
to work pretty well.
The army set is intended to represent these peoples and includes
few powerful units. It still needs some work. Particularly on
production and new purchase costs. Magic in the Southlands is not
strong and is best if used with subtlety and patience. So wizards
aren't dominant. Orcs are represented by the normal army units.
Trolls, giants, dragons, and griffins all exist. But are too rare, and
usually too wild, to be much used in warfare.
Here are a few brief comments on the units-
'Rabble' are mobs, goblins, and seamen. This unit is great for
building navies. That's supposed to be a bottle is the guys
left hand.
'Militia' are poorly trained soldiers. Quick and cheap to build.
'Scouts' represent both foot and horsed soldiers. Very useful for
for a large army. But also tend to get whacked.
'Light Inf' units are regular soldiers. They are typically armed
with spears and wooden shields. Armor is usually hardened
leather.
'Heavy Inf' differ from 'Light Inf' in that they have better
shields, armor, weapons and training.
'Smugglers' are just that. Merchants and thieves who now all
the secret paths and passes. All but useless in combat.
The computer likes to build them - I don't.
'Crossbowmen' are excellent are fine city troops. Usually armed
with a short sword, hand axe, or mace and well armored.
'Archers' are just that. I gave them a woods movement bonus
even though they probably shouldn't have it. Lightly
armored and possessed of little hand-to-hand combat skill.
But these specialists can pour down a terrifying rain upon
an enemy.
'Pikemen' represent trained regiments of soldiers equipped with
pole arms. I gave them the fortify bonus because I wanted
some unit to have it. If you wish to replace a unit in this
army set this would be the one.
'Light Cav' are unarmored troops who use spears, javelins, and
swords, They can be very effective in the open.
'Heavy Cav' wear chain mail. And use lances, long swords, and
maces. Devastating shock troops when given room to
maneuver.
'Sappers' units trained breaking into fortifications. This unit
also includes a small force of light infantry.
'Catapults' represent catapults, mangonels, ballistae and other
engines used for city defense and assault. But not heavy
pieces like trebuchet and siege towers (see below). They
are protect by light infantry.
'Siege Towers' represent heavy siege engines. Trebuchet,
siege towers and the like. Defended by heavy infantry or
sometimes light cavalry.
'Physicians' are army medics, surgeons, and clerks. These
highly skilled guildsmen are accompanied by professional
guards.
'Priests' represent religious leaders of all types. The travel
with a small troop of well armed guards.
'Spies' are informants, subversives, and traitors. They can be
just about anywhere. Be careful or one might just open
the
sally port while your not looking.
'Rangers' represent the Rangers of Thure and other similar
units. They are taught to fight with bow, sword, and
spear. All are excellent trackers. And posses an esprit
de corps that can inspire others. Though fine horsemen
they are not trained to fight in mounted formations.
'Raiders' represent the Nan light cavalry and elite light
horsemen of the barbarians. The Rhovanni in particular.
They use spears, scimitars or sabres, and light bows. They
do not fight in formations but make up for that with their
ferocity.
'Dwarven Eng', yep dwarves will work for anyone who pays them.
Well, almost anyone. They are peerless engineers and
miners. And pretty fine heavy infantry. Armored in fine
mail and wielding axes and hammers.
'Harpies' are bird-men. They are light and fragile. Which makes
them timid and cautious. But they are also inquisitive and
like the crafted metal items that other races make. So
they will work for jewels or light steel tools. Their light
missiles and cries from above can be very disconcerting.
'Elves' represent the warrior-mages of Elvenkind. They are
quite similar to Rangers but more skilled and fewer.
They use magic to befuddle and mislead their foes.
'Seneschal' units represent a hero's right-hand man and the
horse he rode in on. Along with a troop of heavy cavalry.
'Wizards' units in this scheme represent one or more mages
and their attendant lackeys and guards. They have little
direct
affect on combat. But can create smoke screens, breach walls, and
generally mess with an opponents' mind.
'Paladins' are mighty knights with a troop of fanatical heavy
cavalry.
'Elephants' are kind of a catch all unit. Not many elephants
exist in the Southlands. Just in Suhor and a few in the Nan
plains. But they can be domesticated and trained for war.
Elephant units in the employ of other nations could
represent a company of trolls or giants. Or even a dragon
that for one reason or another decided to fight for that
nation.
'Royalty' represent princes of the blood and their elite guards.
They ability to hire boats, guides, and informants is modeled as the
ability to fly.
Interestingly enough I noticed that many of the same ideas I used
to create this army set were used in the Europa set that came with
the scenario builder. I wish I'd checked it out first; it would have
saved a few hours of play-testing.
I changed the 'Elves' unit to an ally so that this entire army set
would be usable in other scenarios. As a non-ally it would be beyond
the last unit that shows up in the unit purchase screen and would not
be available in the scenario (though such units might be if you allow
cities to produce allies - I don't know).
If you have the scenario builder I would suggest that you turn off
their ally status. As elves would not be found allied to such nations
as Suhor, Great Nhalor, or The Nan. They should retain all of their
other abilities.
Unfortunately I'm not much at drawing so I didn't include a new
city set. If someone has a city set that includes ca. 1000-1200 AD
style cities and castles (only, no weird stuff) I would be very
interested in using it in this and several other scenarios. With
proper accreditation, of course.
I did not have a suitable picture to import for the "cover".
The sides are-
'Dwarves' represents the Dwarven King. The dwarves are
clannish and the king has little control over those outside
of his own clan. In reality not expansionistic. For the
proper "feel" from the computer player set the AI to the
'Knight" level
and choose 'Morgan' as the character.
'City States' is a league of several wealthy towns of freemen.
They vary considerably. Beck is a very militant city that
guards the western approach to the Southland against
barbarian raiders. Eldingel is the nominal capitol and food
production center of the northern area.
'Great Nhalor' is a kingdom in the west. The cities of Nhalor
and Nhartok are two of the most important in the
Southlands. The Nhalorians are a martial people who
believe in the
code of chivalry. They tend to be loud and inflexible.
'Thure' is young and active kingdom. A love of liberty and
adventure characterizes these people. The Principality
of Arnisea to the south is a weathercock swinging
from Thure to the Nan to Malinor to the Elven Princes.
'Elven Princes'. The Elven Princes don't mix with the human
or dwarven kingdoms. And probably shouldn't be
considered a side. They start with a very difficult
position. The best race to play if you want a challenge.
'Malinor' is an ancient kingdom that predates its neighbors.
Magic has kept these people free. The Malinoreans are
learned and urbane. They foster Arnisean independence and
unity.
'The Nan' are a union of tribes. Many of the people of the Nan
still lead a nomadic existence. But 3 powerful tribes (Taq,
Masai, and Kher) have established thriving cities. The
Demonpriests of Nan wield considerable influence with the
tribes. The Nan are vicious, superstitious, and self-
important.
'Suhor' is a jungle nation hidden behind the Demonmist
Mountains in the southernmost reaches of the Southlands.
Su are clever, subtle, and somewhat decadent. Spying is a
national pastime. And slavery a way of life.
To best simulate the feel and flow of the campaign you should
set
each races as follows-
Dwarves Knight-Morgan OR Not Used
City States Lord-Rebecca
Great Nhalor Warlord-Hand
Thure Warlord-
Steven
Elven Princes Not Used OR
Knight-Robin
Malinor Knight-Simon
OR Not Used
The Nan Warlord-Attila
Suhor Lord-Raymond
Of course you probably don't care if a side acts out of character.
So this is just for fun.
For one human player I recommend-
Beginner City States, Nhalor, The Nan, or Suhor
with
the Elven Princes, Dwarves, and
Malinor off Veteran City States or Thure with all sides on
Shark Elven Princes with all others as
Warlord
For more than one human player use the settings described above
and
choose sides as follows-
2 players Great Nhalor vs. The Nan
3 players add Thure
4 players add Suhor or the City States
5 players add the other of those above
6 players add Malinor
7 players add the Dwarves
8 players add the Elven Princes
Options-
Razing 'On Capture', though 'Not Allowed' would
also
be appropriate. Strongholds are too
valuable to raze. Though the Nan might
destroy a small keep if they felt they
couldn't hold it.
Hidden Map It should be 'Off' but doesn't make much
difference. The feeling of discovery you
get with the hidden map makes up for the
lack of realism.
Quests I designed the scenario with the idea that
this
option would be 'On' because I like quests.
but it really doesn't fit the campaign.
Others Whatever.
In conclusion I'd have to say this scenario works best with at least
2 human players. The computer plays the Nan poorly. Ignoring the
cities to the west and going right after Malinor. Leaving Nan-Kher for
Suhor and Nan-Masai for Nhalor. Though Nhalor often ignores the twin
jewels of Nhartok and Nan-Masai as well. Both the Nan and Great
Nhalor suffer to some extent from the fact that most of their cities
are well defended. The AI does well with Suhor and the City States.
Though sometimes leaves Beck (the only port city in the north) for
Nhalor or the Dwarves.
The computer AI doesn't recognize the value of reacting to invaders
before they reach your main cities. And so does not look to take
frontier castles. Or to establish armies in those it does have. Secure
borders are one of the keys to victory in this campaign. As movement
is severely curtailed. A strong navy with a strategic base can also be
quite useful. Tira could be very important to Thure or the Elven
Princes.
Cory Ridgway