War Camps

  • Note 1: War Camp movement is blocked by the game pieces of other war camps, settlements, or units with the Wall ability. War Camps do not block the movement of ally or enemy units; allowing them to share its occupied battle map space.
  • Note 2: When a war camp is pillaged, its owning player is defeated. The pillaging player gains 3 war tokens.
  • Note 3: When a player has 3 or more war tokens, their war camp immediately levels up. A war camp cannot exceed past level 3. War Tokens can optionally be exchanged for leadership. Leadership cannot be exchanged for war tokens.
  • Note 4: War Camps are not vulnerable, immune, or resistant to any damage type. Life and death damage harms war camps.
  • Note 5: War Camps have no attributes other than being a war camp, and are not considered a unit.
  • Note 6: War Camp borders extend into the sky terrain above it. Flying units must be deployed on ground terrain.
  • Note 7: When provisioning, restock and resupply cost gold equal to the targeted unit’s current upkeep. Rest does not cost gold.


Settlements

  • Note 1: A Settlement’s central square counts as a roads enhanced plains terrain, and blocks war camp movement.
  • Note 2: Settlements are not vulnerable, immune, or resistant to any damage type. Life and death damage harms settlements.
  • Note 3: A resettling settlement cannot deploy, defend, be assaulted, be protected, or used as a road until resettling completes.
  • Note 4: Settlements have no attributes other than being a settlement, and are not considered a unit.
  • Note 5: Settlement borders extend into the sky terrain above it. Flying units must be deployed on ground terrain.
  • Note 6: When provisioning, restock and resupply cost gold equal to the targeted unit’s current upkeep. Rest does not cost gold.
  • Note 7: Settlements must defend themselves against occupying hostile targets; regardless of whether it is protected by a player.


War Camps



Level 1

Max DP (Defense Points): 25Recovery Rate: 2Border Size: 1Gold Per Turn: 5Attacks 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.

Level 2

Max DP (Defense Points): 35Recovery Rate: 4Border Size: 2Gold Per Turn: 15Attacks 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.

Level 3

Max DP (Defense Points): 45Recovery Rate: 6Border Size: 3Gold Per Turn: 25Attacks 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.



Settlements



Hamlet - Level 1

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.

Village - Level 2

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.

Large Village - Level 3

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.

Town - Level 4

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.

Large Town - Level 5

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.



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