Counter Manifest

For infantry we made the choice that a Human infantry unit has 100 men and a Dwarven infantry has 70 Dwarves. This corrects for the fact that Dwarves have better constitution and Dwarves are more apt for infantry operations. In the following, combat values are listed as #steps, melee value and ranged value.

Urr

The troops of the City (4000 Humans, 1000 Redbeards and 1000 Free Folk) and the Valleys (another 2000 Humans):

Note that each outer wall section has 7 steps in total. These give the following bonusses to defenders and contra attackers: 7 (+4), 5-6 (+3), 1-4 (+2), 0 (+1). Check this!

Redbeards

There are 5000 Redbeards living in (or under) the Hills (and an additional 1000 in the City). They have 10 regular infantry, 4,4,0 in the Hills. They also have 2 raider units: The Commissjun's Own and The Trap Unit.

Longbeards

3000 Longbeards are living under the Metal mountains. Their units are:

Gnomes

2000 Gnomes live under Mount Central Heating. They have some normal and some extraordinary units:

Firing causes minor quakes throughout the valleys. Every shot is therefore announced by the umpires, because of the earthquake, the humongous bang and the massive flame shooting from the top of Mount Central Heating.

Free Folk

We have decided that there would be 2 tribes outside of the City and one independent group (of mixed signature) inside the City. For the City group, we used 1000 as their number. Consequently, there will be 2000 outside the city. Each tribe outside the City would have 2 regular infantry and 1 archer unit of the usual strength. The City group would have 1 regular infantry unit. We estimated 4 players for the Free Folk, 1 for each tribe outside the city and 2 for the group in the city, one being the Chief of Public Works and one being the representative of the city tribe in the Free Folk Council of Chiefs. All three (tribes and independent group) can raise militia, 4,2,0, but the total is limited (I think we should limit this to one militia per tribe or group). Both tribes (outside) have 2 raider units each (name to be decided). The group inside the City has 2 raiders as well (See city).

Elves

The Elves (nobody knows how many are in the forest) have 2 archer units, 1, 0, 8. They flee the field using magic if they are ever actually engaged. The units are considered to have Thaumaturgic Hydrodynamic Drive.

The Dark Prince

The following forces are part of the Dark Prince's forces

All of the above remain with the Prince as occupation forces in the case that Urr surrenders. Below are the potential mercenary units for hire in turn 1. Payment works through a 50% up front, 50% at the end of the campaign principle. If a unit is destroyed before the end of the campaign, the dark prince saves half the expense and he can use the bodies of the mercenaries as food, or zombie troops.

These will leave at the end of the game or when his(or rather his corrupt chief recruiter) money has run out.