Balance of Power is a persistent Play-By-Forum Wargame set in the 1794-1814 period (each turn representing 6 months). During this time France's long reigning and mighty Bourbon rulers were killed by French Revolutionaries. Europe exploded and war broke out across the continent. It is a desperate time, and desperate times call for desperate measures. What are you willing to do?
Spoiler
War is at the very center of a Balance of Power game. Military strength and clever strategy is paramount. Be careful of how and when you deploy your forces.
The Mechanics
Each unit has whats called a "Base Stat". The base stat represents the overall strength of the unit, taking into account troop quality, morale, terrain, defense bonus etc. After that comes whats called a "Chance Modifier". This is a random roll between 1 and 4 that changes the Base Stat accordingly. This provides the basis of combat.
During each battle, units are paired off with units of the opposing army with the nearest quality and role. Than the unit with the highest Base Stat in the end wins. If a unit loses by 1-2 the unit receives the status "Taken Casualties". If the unit loses by 2-4 the unit receives the status "Taken Heavy Casualties". Both have a negative effect lasting one turn. Should the unit lose by 5 or more, the unit is destroyed. Any surviving units in an army will retreat to the nearest friendly territory.
Land Units
Militia Infantry - Cost: 50 Credits, 1 Cheap Weapons
Militia are cheap local-raised units trained for the purpose of defending its home town. It is inferior to all regular army troops, but they get a morale boost when fighting at home and a morale subtraction when fighting abroad.
Line Infantry - Cost: 150 Credits, 1 Weapons
Line Infantry regiments make up the backbone of the army. They are generally well rounded and are near essential in a successful military campaign.
Guard Infantry - Cost: 300 Credits, 2 Weapons
Guard Infantry regiments are the handpicked elite of the army. They are usually tasked with defending royalty, but they can also be used on the battlefield, striking awe into their enemies.
Skirmishers - Cost: 150 Credits, 1 Special Weapons
Skirmishers are the sharpshooters of the army. Typically armed with rifled muskets or even air rifles, they are the very good when fighting the enemy at a range, and can also hide in wooded patches and other covered terrains.
Militia Skirmishers - Cost: 100, 1 Cheap Weapons.
Much like Militia Infantry, but they specialize in skirmish tactics like proper skirmishers.
Militia Cavalry - Cost: 100 Credits, 1 Horses
Militia Cavalry are the same as Militia Infantry and Militia Skirmishers, except they perform the same duties as Light Cavalry.
Light Cavalry - Cost: 150 Credits, 1 Horses
Light Cavalry are cheap cavalry units that are great for harrasing the enemy and running. But if they're bogged down to long then they'll most likely be eliminated.
Lancers - Cost: 200 Credits, 1 Horses
Lancers are much like Light cavalry, except better equipped and they focus more on charging.
Heavy Cavalry - Cost: 400 Credits, 1 Strong Horses
Heavy Cavalry are very effective cavalry who are deadly in a charge and in an extended close-quarters fight.
Guard Cavalry - Cost: 500 Credits, 2 Strong Horses
The finest of the Heavy cavalry, they perform all the same duties but they're even more effective.
Cheap Cannons - Cost: 100 Credits, 1 Artillery
Cheap Cannons are poorly made cannons that can substitute in for real cannons in an emergency. They're generally inaccurate and slow to operate.
Cannons - Cost: 200 Credits, 2 Artillery
Regular Cannons. Taking on on Infantry in an open field, defending a fort, attacking a fort, you name it. These basic artillery pieces are near essential to a successful military campaign.
Howitzers - Cost: 300, 2 Special Artillery
They're quite similar to regular cannons but shoot explosive shells and deal heavy casualties to any enemy soldiers in its line of fire.
Rockets - Cost: 200 Credits, 1 Rockets
Rockets are very inaccurate and deal little damage, but they strike fear into the hearts of the enemy and give your other units a large morale advantage when fighting them.
Mortars - 200 Credits, 1 Special Artillery
Mortars are cannons that shoot explosive shells directly up in the air. This makes them highly effective during a bombardment, but relatively ineffective when fighting in the field.
Sea Units
Armed Sloop - Cost: 200 Credits, 1 Small Ship, 1 Artillery
Armed Sloops are quick but very lightly gunned vessels. They're efficient enough when raiding unarmed merchant vessels but it would me certain death if they engaged a true warship.
Frigate - Cost: 300 Credits, 1 Small Ship, 1 Artillery, 1 Special Artillery
Frigates are much like Sloops except better armed and can safely hold there own in a fight.
Small Ship of the Line - Cost: 600 Credits, 1 Medium Ship, 2 Artillery, 1 Special Artillery
Small Ships of the Line are light warships and quite similar to their larger counter-parts but smaller, cheaper and more lightly armed.
Medium Ship of the Line - Cost: 800 Credits, 1 Medium Ship, 2 Artillery, 2 Special Artillery
A more heavily armed version of the Small Ship of the Line.
Large Ship of the Line - Cost: 1000 Credits, 1 large Ship, 3 Artillery, 2 Special Artillery
Large ships of the Line are the cream of the crop in regards to warships. They're very heavily armed and can take on almost any opposing vessel.
Asian Forces
Land Units
Conscripts - Cost: 50 Credits, 1 Cheap Weapons
They are much like European Militia, except they are armed with melee weapons.
Warriors - Cost: 100 Credits, 1 Weapons
Much like European Line Infantry, except they are armed with melee weapons.
Samurai (Japan Only) - Cost: 100 Credits, 2 Weapons
Nearly identical to guardsmen, but cheaper. They can only be built buy Japan or a country that controls territory in Japan.
Guardsmen - Cost: 200 Credits, 2 Weapons
They are the elite of an Asian army. They are much like European Guard Infantry, except they are armed with melee weapons.
Archers - Cost: 100 Credits, 1 Cheap Weapons
Archers are much like European Skirmishers, but they're armed with the archaic wooden bow.
Crossbowmen - Cost: 150 Credits, 2 Cheap Weapons
An improved version of the archer wielding a crossbow.
Musketmen - Cost: 150 Credits, 2 Weapons
The best ranged unit in an Asian army, these skirmishers are armed with muskets.
Conscript Cavalry - Cost: 100 Credits, 1 Horses
My like regular conscripts, except they're mounted on horseback.
Mounted Warriors - Cost: 150 Credits, 2 Horses
Much like regular warriors, except they're mounted on horseback.
Mounted Samurai (Japan Only) - Cost: 200 Credits, 1 Strong Horses
Much like regular samurai except they're mounted on horseback. They're also a hybrid of Horse Archer and Mounted Warrios
Mounted Guardsmen - Cost: 200 Credits, 2 Strong Horses
Much like regular guardsmen except they're mounted on horseback. They're also a hybrid of Horse Archer and Mounted Warrios
Mounted Archers - Cost: 200 Credits, 2 Horses
Mounted Are expert mounted, ranged fighters. They're mounts allow them to go anywhere in the battlefield very quickly and to rain arrows down on their enemies.
Cheap Cannons - Cost: 100 Credits, 1 Artillery
Nearly identical to its European counterpart.
Cannons - Cost: 200 Credits, 2 Artillery
Nearly identical to its European counterpart.
Rockets - Cost: 200 Credits, 1 Rockets
Nearly identical to its European counterpart.
Sea Units
Armed Fishing Vessel - Cost: 150 Credits, 1 Small Ship, 1 Artillery
Armed Fishing Vessels are ships originally designed for fishing but have been fitted with weapons and re-purposed. They are poor substitutes for real warships, but they're effective enough in an emergency.
Large Armed Fishing Vessel - Cost: 250 Credits, 1 Small Ship, 1 Artillery, 1 Rockets
A larger and more heavily gunned version of the Armed Fishing Vessel.
Small Warship - Cost: 350 Credits: 1 Medium Ship, 2 Artillery, 1 Rockets
Small Warships are small, but cheap and are quite effective in battle.
Medium Warship - Cost: 600 Credits, 1 Medium Ship, 2 Artillery, 2 Rockets
A larger and more heavily gunned version of the Small Warship.
Large Warship - Cost: 900 Credits, 1 Large Ship, 3 Artillery, 2 Rockets
The Large Warship, is, as its name suggests, a large vessel built for battle. They're extremely effective against any foe it may be set against.
Native American Forces
Land Units
Inexperienced Warriors - Cost: 50 Credits, 1 Cheap Weapons
Young warriors who are inexperienced in the ways of battle. They're rather the equivalent of Conscripts or Militia.
Warriors - Cost: 100 Credits, 1 Cheap Weapons
The backbone of a Native American Army, Warriors fight close quarters with exceptional skill.
Veteran Warriors - Cost: 150 Credits, 2 Cheap Weapons
The elite of the warriors, these hardened veteran can take on almost anyone at a close range.
Archers - Cost: 100 Credits, 1 Cheap Weapons
Traditional ranged warriors, these skilled men wield the archaic bow to a surpising level of effectiveness.
Veteran Archers - Cost: 150 Credits, 2 Cheap Weapons
The elite of the Archers, these men can hit anyone at any range with a traditional bow.
Musketmen - Cost: 150 Credits, 1 Cheap Weapons
A few warriors are trained to use a European Musket, making them they ideal ranged combatants in a Native American army.
Supply & Scouting
Supply
Keeping your soldiers supplied with food and ammunition is vital to a military campaign.
Measurement doubles for every 5 units
Starving = No Food
The men have nothing to eat and this has a severe impact on their morale.
Malnourished = 0.5 Tonnes of Food
This men are hungry, but they have just enough food to sustain themselves. it still has a negative morale impact however.
Fed = 1 Tonne of Food
The men are fed enough so that they're neither hungry to overly full. This has not morale impact.
Well Fed = 1.5 Tonnes of Food
The men are full of good, fresh food. This has a positive morale impact.
Extremely Well Fed = 2 Tonnes of Food
The men are fill to the brim with nutritious supplements. This has a very positive morale impact.
Not Armed = No Munitions
The men have no cartridges. This has a very bad combat effectiveness effect.
Barely Armed = 0.5 Tonnes of Munitions
The men are running very low on cartridges. This reduces their combat effectiveness.
Armed = 1 Tonne of Munitions
The men have just enough Cartrides. This has no effect on their combat effectiveness.
Well Armed = 1.5 Tonnes of Munitions
The soldiers have cartridges in abundance. This has a positive effect on their combat effectiveness.
Extremely Well Armed = 2 Tonnes of Munitions
The soldiers have cartridges in a nearly overwhelming abundance. This has a very positive effect on their combat effectiveness.
Scouting
Scouts give you information about the enemy movement in battle, and they're essential to any successful campaign.
The more scouts the better
Inexperienced Scout - Cost: 50 Credits, 1 Spyglass
These scouts have little experience and are much less reliable than their counterp
Scout - Cost: 100 Credits, 1 Spyglass
A basic scout, not too advanced but experienced enough to relay accuaret information.
Experienced Scout - Cost: 200 Credits, 2 Spyglasses
A very experienced scout, they almost always relay full and accurate information
Mounted Scout - Cost: 300 Credits, 1 Spyglass, 1 Horse
The same as an Experienced Scout but mounted on a horse, alowing him to cover more ground quicker and bring back reports faster.
Military Balloons (Europe Only) - Cost: 700 Credits, 2 Spyglasses, 1 Balloon
The ultimate scout unit, balloons can fly high above the battlefield and can give precise reports on enemy movement.
Transportation
If you want to move soldiers or resupply your armies owning Cargo Ships and Supply Caravans are vital.
Sea Transports
Small Cargo Ship - Cost: 100 Credits, 1 Small Ship
Capable of carrying 5 Tonnes of supplies or 1 Units.
Medium Cargo Ship - Cost: 300 Credits, 1 Medium Ship
Capable of carrying 8 Tonnes of supplies or 2 units
Large Cargo Ship - Cost: 500 Credits, 1 Large Ship
Capable of carrying 10 tonnes of supplies or 4 units.
Boats (Native American Only) - Cost: 25 Credits, 1 Small Ship
This includes Kayaks, Canoes and all other boats used by the Native American People. It can carry 1 unit.
Since Cargo Ships are unarmed, escorts can be hired to protect them. These escorts are cheaper than their equivalent ship but they can only be tasked with protecting convoys
Small Guard Vessel - Cost: 100 Credits, 1 Small Ship, 1 Artillery
Equivalent to an Armed Sloop or an Armed Fishing Vessel.
Medium Guard Vessel - Cost: 200 Credits, 1 Small Ship, 1 Artillery
Equivalent to a Frigate or a Large Armed Fishing Vessel.
Large guard Vessel - Cost: 300 Credits, 1 Medium Ship, 1 Artillery, 1 Special Artillery
Equivalent to a Small Ship of the Line or a Small Warship.
Land Transports
Small Supply Caravan - Cost: 100 Credits, 1 Small Wagon
Carries 2 tonnes of supplies.
Medium Supply Caravan - Cost: 300 Credits, 1 Medium Wagon
Carries 4 tonnes of supplies.
Large Supply Caravan - Cost: 500 Credits, 1 Large Wagon
Carries 8 tonnes of supplies.
Similar to Guard Vessels, you can hire Caravan Guards to protect your convoys
Caravan Guards - Cost: 25 Credits, 1 Cheap Weapons
Equivalent to Militia Infantry or Conscripts.
Veteran Caravan Guards - Cost: 50 Credits, 1 Cheap Weapons
Equivalent to Line Infantry or Warriors.
Mounted Caravan Guards - Cost: 150 Credits, 1 Weapons, 1 Horses
Equivalent to Militia Cavalry or Conscript Cavalry.
Veteran Mounted Caravan Guards - Cost: 150 Credits, 1 Horses
Equivalent to Light Cavalry or Mounted Warriors.
Note that the Native Americans do not need to be resupplied, as they're able to live off the land.