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Soldiers

A town’s barracks.

Every soldier fights by the same rules as the player: the same blows, blocks, horse, slopes and falls. Half of recruits and of the field’s unnamed soldiers are women, under every rule the same. Each has one of sixteen faces.

A man’s gear decides his type. A man with a horse is a horseman whatever he carries. On foot, a bow makes him an archer and anything else a spearman.

Type HP Fights
Spearman 100 Longest reach; braces, so horses do not trample him and a charging horseman gets no speed bonus on him; does 4.25x to horsemen
Archer 80 Shoots the nearest enemy within 40 m every 1.8 s, 90% point blank down to 40% at full range, 30 harm before armour; a poor sword up close
Horseman 200 Rides the player’s horse; hits harder the faster it closes, up to 3x; tramples men on foot over 9 m/s
Type Starts with Weighs
Spearman Poor helmet, common padded coat, poor shoes, common spear and shield 15.5 kg
Archer Common padded coat, poor shoes, poor sword, common bow 8.5 kg
Horseman Common helmet, padded coat, mail, leg mail and shoes, fine sword, common shield, poor barding 28 kg, 20 on the horse

Each man keeps his kit as he moves between armies. The dead leave theirs on the field, and deserters walk off in theirs.

Walk Sprint
Man 6 m/s 10 m/s
Horse 8 m/s 20 m/s

A man charging on foot walks up and sprints the last 12 m. Riders gallop all the way, and rein in to half their walk to fight. Soldiers keep their places on the march, facing the march, and close with the enemy when their army is engaged.

Soldiers cross water too deep to wade by a bridge or ford within 500 m, and walls by an open gate. They go round hedges, walls and buildings by the gates. Nobody walks off a cliff or the rim, but enemies and horses can shove a man over.

Soldiers wind up from all four sides, each with its own windup, so you can read and block it. When you swing within 3 m, 40% block the right side, 15% guess wrong, and the rest swing back.

A soldier’s blow on you does far less than on another soldier: 12 from a common sword, scaled by his weapon and speed, before your armour. Friendly soldiers leave you alone.

Armies with nobody commanding them fight by doctrine. On the march they keep a column four abreast, horse ahead and archers last. Seeing an enemy within 400 m, they form up:

Army Battle order
Lord’s host Spears in a line three deep, archers two deep behind, horse on the right
Knight’s retinue, raid A wedge, the rest behind
Patrol, caravan guards One line two deep
Levies One line three deep
Bandits A crowd

The worse the army’s warfare, the wider its gaps. At 1.5 to one it charges if it is out for a fight. Below 0.6 to one it runs for its own town or castle within 3 km, but only from a slower enemy.

A raiding army’s man with nobody to fight sprints after the nearest grown man or woman of a hostile kingdom within 25 m and cuts them down. Children are never struck. See Folk.

At night in a camp that is up, soldiers sleep six to a tent, one in ten keeping watch, weapons laid by. Riders stay mounted.

A soldier brought down is dead, or lightly or badly wounded, by the blow that felled him. A man taken alive becomes a prisoner. What follows is on Battles.