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Military Rules

Page history last edited by jagular 6 years, 10 months ago

Each nation can have a maximum of 15 army-HQs and fleet-HQs.

An HQ is considered to be active as soon as you place an unit in it. As long as there is at least 1 unit in an HQ you will have to pay HQ-costs.

If a new unit arrives in an area which doesn’t have an HQ present, a new one will be created and you will have to pay for it, so my advice is to build up armies, fleets. Unless you have enough money, try to avoid to have a large number of small armies and fleets; rather, concentrate them and place them in strategic positions.

All newly raised units are automatically assigned to Capital HQs.  Transfers always go to another HQ or will have one created during the transfer.   

 

Orders

It’s important to remember that you are the Commander-in-Chief of your armies and not an actual general who commands the army or a lower ranked officer who commands a specific unit. This means that you are limited in the orders you can give to your armies and fleets. After issuing the orders you will have to rely on the skills of your General and his staff. 

 

Transferring units to other nations

It is possible to transfer units to other nations. 

Transferring units have to be ordered in the Notes to GM part of the Gov- tab.

 

Transferring units

Transferring units between HQs can only be done if the 2 units concerned are in the same area. This can only be done at the end of a turn. HQs cannot be split at the start or during a turn.

Units are transferred between HQs before movement if HQs are in the same area.  Then the newly unified or dispersed armies can move independently or be vacated from the military roster.  Units cannot be exchanged during movement.  Units in the Capital HQ must be assigned to a new HQ in order to move from the Capital area. 

 

 

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