Warfare - Midkemia Online Online Help

17.11 Warfare

HELP INDEX FOR WARFARE:
17.11    Warfare              An overview of company-based warfare
17.11.1  War Commands         How to command military companies
17.11.2  Company Statistics   Information about military companies
17.11.3  War Objectives       War, what is it good for?

------------------------------
PRINCIPLES OF COMPANY WARFARE
------------------------------
In times of war, the nations of Midkemia may deploy their armies to secure glory, honor, or simply the safety of its people. During these times, it falls upon the players of Midkemia Online to command military companies.

Military companies are much too large and powerful to be threatened by individual players. Thus, while companies will quickly slaughter enemy players if they have the opportunity, companies can only be harmed by other companies. However, companies have minimal intelligence and can be efficiently overwhelmed without effective generals in the field. Thus, in addition to company-company combat, warfare involves an element of player-player combat.

Notably, company-company warfare occurs at the junction of adjoining rooms: companies occupy a room and generally prevent passage of other companies. Controlling strategic chokepoints and using the terrain to surround enemy companies are therefore key tactical considerations.

The general flow of warfare is as follows:
  1. A member of the city council speaks to their city's siege general to arrange for a 
     company of the specified type to be deployed. (simply GREET the general)
     - These generals are: Felian Windwhisper (Elvandar), Baldwin de la Troville 
       (Krondor), and Gurgeros (Sar-Sargoth)
  2. The specified company is placed in a safe zone in the theater of war. Enemy 
     companies cannot approach these safe zones; they are staging areas.
  3. Players of at least the 3rd city rank may then command the companies to advance 
     into the field. (Players below the 3rd rank may still rally a company; see 
     HELP 17.11.1)
  4. A company is removed from the game map when (a) it is killed, (b) it is ordered 
     to disband while in its safe zone, or (c) it is ordered to merge into another
     company of the same type.
     - Disbanding a company recoups some of the cost involved in deploying the company 
       (proportional to its health), which is placed in reserve for future deployments.
  5. Killed and disbanded companies are unavailable for re-deployment for 1 hour.

The number of companies deployed at any point in time can not exceed 12 for any nation. In addition, there are a finite number of companies of a given type:
CHAMPIONS - 2
ARCHERS - 4
ENGINEERS - 2
STANDARD INFANTRY - 4
DEFENSIVE INFANTRY - 4
OFFENSIVE INFANTRY - 4
SCOUTS - 3

Thus, for instance, a nation can never deploy more than 2 engineer units. If those units are quickly destroyed, it can deploy no additional engineer units until at least one has advanced through the one-hour "holding" period.

Note also that companies are restricted to a particular theater of war, meaning they can not be moved indiscriminately across the game map.