Regiments are divided sometimes by equipment, sometimes by manpower, and sometimes by both. When COMBAT occurs between two regiments, the following math is done: I. Armor Factor (o) Ia. Each regiment is assigned an armor level -- so an unarmored regiment has an armor level of 0. Steel plate mail [the strongest armor a conventional regiment can get] has an armor level of 10. Ib. This armor level is multiplied by the number of people in the regiment divided by 10. The following modifiers can be given: +10 [numerical] under any circumstances. +10% to 25% if the defending regiment is entrenched. +50% if the defending regiment is outright fortified. +10% for each previously casted shielding magic, up to 50% Ic. The sort of weapons the defenders are wielding might add to their armor factor. Id. This is used in the formula. II. Attack Power (t) IIa. Each regiment is assigned an attack power -- so a regiment armed with improvised weapons would be a 1 or 2. A regiment armed with steel 2h axes [the best a conventional regiment can get] would have an attack power of 15. IIb. This attack power is multiplied by the number of people in the regiment halved. The following modifiers can be given: +10% if the opponent is in unfriendly terrain. +25% if the opponent is in terrain unfriendly to them but friendly to you [think of a human fort in a sea of lava being attacked by demons -- this bonus does not add to the +10% discussed earlier] +25% if the enemy was caught unprepared by the attack. +50% if the enemy was caught REALLY unprepared by the attack. [This does not add to the +25% discussed earlier.] +25% if the regiment has horses and stirrups, and the enemy doesn't have both. This bonus is negated if the enemy has polearms. BTW, all modifiers are added together and then applied to the attack strength. III. Experience (x) IIIa. Experience is a factor assigned to a regiment based on how much combat experience they have. Fresh, green troops have a .5; crack squads have a 5 factor. IIIb. Experience Ranks, Successful Battles Required 0 Battle -- Green/.5 1 Battle -- STE/1 4 Battles -- Hardened/2 10 Wins -- Experienced/3 20 Wins -- Veteran/4 Crack troops are modified veteran regiments created at home, not on the battlefield -- when combat starts, any crack troops one has will be as many as one can possibly finish the combat with, barring reinforcements. IV. Leader Characteristics A leader may have any [or any logical combination] of these characteristics: Pensive -- The regiment always attacks last in a round. It gains a +15% bonus to armor factor, but -5% to attack factor. Guerilla -- This regiment's respective factors are not limited by terrain in any way. Thorough -- +10% to attack factor, -10% to defense factor if aggressor, +10% to defense factor, -10% to attack factor if defensor. Trained -- +25% to attack/def, but regimental experience takes two times as many battles to generate. Charismatic -- Morale is fixed at 95/10%. V. Assorted Miscellany Va. Speed affects ability to run from/catch an enemy; ranges from 0 for encumbered footmen to 5 for stirruped, hasted/light horsemen. [If a light footman, 1, were being chased by a cataphract, 4, it would have a 2/5 chance of escaping; if a cataphract, 4, were chasing a unit of hussars, 5, the hussars would have a 5/6 chance of escaping.] Vb. Morale affects the commander's ability to send orders to the regiment/chance regiment will flee of its own volition from combat after a successful enemy attack or artillery assault -- it starts at 200/-100% and goes down/up by 1% for every 50 troops the regiment loses, and 2% for every successful opponent artillery attack. Morale is only regained when the regiment stays far from the scene of combat. Vc. The Heroism of a regiment equals the reciprocal of the regiment's experience times its flee-morale, divided by two. It's the chance of a hero being forged by the blade [or the arrow, or whatever] during the round. If this occurs, a new leader arises in the regiment with as desirable characteristics for the situation as possible, and the regiment's attack and defense power are tripled for the purposes of this round. VI. The Actual Combat Formula d = Defender a = Aggressor ((at - do + 50ax) * random from 0 to 2) over ((do - at + 75dx ) * random from 0 to 2) The numerator of this fraction is the number of defenders the attackers kill; the denominator is the number of attackers the defenders kill. This is one round of combat -- a battle is not resolved until one regiment or the other is destroyed or retreats. The destroyed or routed/driven back unit is the loser; the other is the winner. VII. Artillery Artillery has four factors: VIIa. Range -- this number is how far away the enemy can be/must be for the artillery to work on them. VIIb. Power -- This is how well the artillery piece pierces enemy armor. VIIc. Rate Of Fire -- This is how many rounds must elapse between firings of the weapon. VIId. Splash Damage -- This is how many troops this artillery piece can affect. VIIda. Size -- this is only applicable in artillery duels. VIIdb. Armor -- this is only applicable in artillery duels. VIIe. Power-Splash-Armor Relationship The number of troops the barrage of artillery from one piece kills is equal to the power of the piece divided by (the armor of the regiment plus 1) times the splash damage. VIIf. Artillery Duels Artillery duels are resolved as if each artillery piece is a regiment being bombarded -- size is the population of the regiment, armor is the armor factor, and they attack each other by barrages. Some artillery duels are completely one-sided [such as a trebuchet vs. a stone thrower, a mangonel vs. a capped ballista, or a capped ballista vs. a cannon. Next time on PIGS, I'll show you my numbers for archery/special units. Huzzah! There's really only one thing missing from this -- archers. We're going to lump them into one category as VIII. Ranged Specialists Archers work somewhat differently from regular units. They cannot damage at short range, and are effectively useless in normal combat. Archers have a few statistics: VIIIa. Range: This is the maximum/minimum range at which a unit of archers can hit an enemy brigade. VIIIb. Rate of Fire: This is how many missiles a round the archers fire. VIIIc. Attack: This is how powerful the archers' weapons are. Experience like the conventional units' affects archers, too, but instead affects the statistics: range for archers, rate of fire for longbowmen, and attack for crossbowmen. This bonus is +0 for Green, +1 for Seen The Elephant, +2 for hardened, etc. Each archer attack kills ((Archer Attack Power - Enemy Defense Power) * Random 0-.5) * Archer Regiment Population.