Current Mass Combat Units (In flux)

New Concepts:
Unit Experience:
-
Green: 0-1
Regular: 2-3
Hardened: 4-5
Veteran: 6-7
Elite: 8-9
Legendary: 10+

Base Units:
-
Pikemen
Swordsmen
Cavalry
Archers
Horse Archers

Attachments (small units of soldiers that add combat abilities):
-
Clerics
Wizards
Heroes

Structures:
-
Catapults
Trebuchets
Siege Towers
Battering Rams
Walls
Towers
Gates

These are the units I used in the most recent session, with the attack on Imnesvale.

Pike:
Move:5
Damage:1d8
Command: +2
Morale: +3
Exhaustion: -0
Defensive Wall: A group of Pike that readies itself against a cavalry charge gains +2 to command and morale against that unit and forces the cavalry to stop movement (cannot charge through the square).

Archers:
Move:5
Damage:1d10
Command: +3
Morale: +0
Exhaustion: -0
Melee: Archers have Command of +0 in melee, and gain exhaustion twice as fast.

Horse:
Move:7
Damage:2d6
Command: +3
Morale: +2
Exhaustion: -0
Charge: A cavalry unit can attack during its move, and can move through a unit. Doing so incurs an attack of opportunity but cavalry gain +2 command and morale for this attack. A successful attack deals an extra 1[W] damage.

Town Guard:
Move:6
Damage:1d6
Command: +1
Morale: +1
Exhaustion: -0

Current Mass Combat Units (In flux)

Alendar & Volinar FrontalMonk