Max DP (Defense Points): 25 | Recovery Rate: 2 | Border Size: 1 | Gold Per Turn: 5 | Attacks Per Turn (APT): 4 |
Deploy [encampment]: full-turn: Pay gold to deploy 1 unit within borders.
Move [caravan]: Move up to 4 spaces as mount movement type.
Attack [either]: during turn: Target and attack 1 unit, war camp, or settlement within war camp borders. Deals normal, fire, or ice damage.
Provision [either]: during turn: Target 1 ally unit within war camp borders, it can either rest, restock, or resupply.
Convert [either]: full-turn: Flip the war camp game piece into caravan or encampment.
Max DP (Defense Points): 35 | Recovery Rate: 4 | Border Size: 2 | Gold Per Turn: 15 | Attacks Per Turn (APT): 5 |
Deploy [encampment]: full-turn: Pay gold to deploy up to 2 units within borders.
Move [caravan]: Move up to 5 spaces as mount movement type.
Attack [either]: during turn: Target and attack up to 2 units, war camps, or settlements within war camp borders. Deals normal, fire, or ice, death, or magic damage.
Provision [either]: during turn: Target up to 2 ally units within war camp borders, each unit can either rest, restock, or resupply.
Convert [either]: full-turn: Flip the war camp game piece into caravan or encampment.
Max DP (Defense Points): 45 | Recovery Rate: 6 | Border Size: 3 | Gold Per Turn: 25 | Attacks Per Turn (APT): 6 |
Deploy [encampment]: full-turn: Pay gold to deploy up to 3 units within borders.
Move [caravan]: Move up to 6 spaces as mount movement type.
Attack [either]: during turn: Target and attack up to 3 units, war camps, or settlements within war camp borders. Deals any damage type.
Provision [either]: during turn: Target up to 3 ally units within war camp borders, each unit can either rest, restock, or resupply.
Convert [either]: full-turn: Flip the war camp game piece into caravan or encampment.
War Camp Design:
The war camp is a critical component to a player's army. The war camp represents a warlord's army headquarters and main base of operations. If the player's war camp is destroyed, then its owning player is eliminated from the game. Players will start the game with both a war camp and a warlord. Like with controlling units, war camps have their own turn upon which they can act. The war camp is one of the primary means of deploying and supporting units within a player's army.
There are two forms that a war camp can take. The initial starting form is an Encampment. As an encampment the war camp can Deploy units within its surrounding borders. As a game session progresses, players can have their war camp Convert into the alternate Caravan form. As a caravan the war camp is able to Move around the battle map. However, this conversion also means that the war camp loses the ability to deploy units until it converts back into an encampment.
War camps initially start weaker than a player's warlord. It is wise to be defensive with a level 1 war camp in order to avoid elimination. However, as the game progresses there will be multiple opportunities for a player to gain war tokens to level up their war camp. When a war camp reaches level 3 it will become a key destructive force for a player's army.
Max DP (Defense Points): 20 | Recovery Rate: 2 | Border Size: 1 | Minimum Army Protection Size: 10 | Gold Per Turn: 5 | Pillaged Gold: 40 | Attacks Per Turn (APT): 4 |
1. Defend: Target and attack 1 unit, or war camp within borders. Deals normal damage.
2. Provision [if protecting]: Target 1 ally unit within borders, it can either rest, restock, or resupply.
3. Deploy [if protecting]: Pay gold to deploy 1 unit within borders.
When Pillaged: Destroy and remove from battle map. Gain pillaged gold and 1 war token.
Max DP (Defense Points): 25 | Recovery Rate: 3 | Border Size: 1 | Minimum Army Protection Size: 15 | Gold Per Turn: 10 | Pillaged Gold: 75 | Attacks Per Turn (APT): 5 |
1. Defend: Target and attack 1 unit, or war camp within borders. Deals normal, fire, or ice damage.
2. Provision [if protecting]: Target 1 ally unit within borders, it can either rest, restock, or resupply.
3. Deploy [if protecting]: Pay gold to deploy 1 unit within borders.
When Pillaged: Destroy and remove from battle map. Gain pillaged gold and 2 war tokens.
Max DP (Defense Points): 30 | Recovery Rate: 4 | Border Size: 2 | Minimum Army Protection Size: 20 | Gold Per Turn: 15 | Pillaged Gold: 105 | Attacks Per Turn (APT): 5 |
1. Defend: Target and attack up to 2 units, or war camps within borders. Deals normal, fire, ice, death, or magic damage.
2. Provision [if protecting]: Target 1 ally unit within borders, it can either rest, restock, or resupply.
3. Deploy [if protecting]: Pay gold to deploy 1 unit within borders.
When Pillaged: Resettles as a Hamlet. Gain pillaged gold and 3 war tokens.
Max DP (Defense Points): 35 | Recovery Rate: 5 | Border Size: 2 | Minimum Army Protection Size: 25 | Gold Per Turn: 20 | Pillaged Gold: 130 | Attacks Per Turn (APT): 6 |
1. Defend: Target and attack up to 2 units, or war camps within borders. Deals normal, fire, ice, death, thunder, or magic damage.
2. Provision [if protecting]: Target 1 ally unit within borders, it can either rest, restock, or resupply.
3. Deploy [if protecting]: Pay gold to deploy 1 unit within borders.
When Pillaged: Resettles as a Village. Gain pillaged gold and 4 war tokens.
Max DP (Defense Points): 40 | Recovery Rate: 6 | Border Size: 3 | Minimum Army Protection Size: 30 | Gold Per Turn: 25 | Pillaged Gold: 150 | Attacks Per Turn (APT): 6 |
1. Defend: Target and attack up to 3 units, or war camps within borders. Deals any damage type.
2. Provision [if protecting]: Target 1 ally unit within borders, it can either rest, restock, or resupply.
3. Deploy [if protecting]: Pay gold to deploy 1 unit within borders.
When Pillaged: Resettles as a Large Village. Gain pillaged gold and 5 war tokens.
Settlement Design:
Within WarBonds: Battle For Vitoria, settlements are the key strategic control points for generating gold. Interaction with a settlement can occur in one of two ways: protection, or assault and pillage. Declaring protection of a settlement is considered an act of law. Players that are protecting one or more settlements will gain the listed amounts of gold per turn, based on the settlement's level, during the collect phase. A player can instead assault a settlement, which is an act of chaos and war. If a player's assault upon a settlement results in it becoming pillaged, the player will immediately acquire the listed spoils of gold and war tokens. During each act of protection or initial assault upon a settlement, units within the player's army will have their ideologies tested.
Units that align with law will look favorably upon your desire to protect, and gain loyalty in the process. Law units, however, will lose loyalty should you instead opt to assault a settlement. Chaos units, on the other hand, desire a change of governance. They would gain loyalty whenever you assault and declare war upon a settlement. Chaos aligned units do not want to appease authorities, and will lose loyalty if you instead decide to protect a settlement. Such strongly ideological units could prove unreliable if your strategy should change amidst these times of world war. Neutral aligned units are less ideological, and more apathetic towards your goals; so long as their services remain funded by your warfunds. Consider hiring an army of neutral units whose ideologies won't be so easily subverted by your, or your enemy's, actions.
Return to World page to learn more on WarBonds: Battle For Vitoria.