[6.0] ARMIES

[6.1] Types of Armies

  Each land province has 1 or 2 army types, and a King can recruit only these allowed types and Garrison units in that province. Garrisons cost 1 gold. Other infantry costs 2 gold, and most other types cost 3 gold. See the Army Type Table for exact unit costs.
  An army has a quality level of Depleted, Green, Average, Veteran, Crack or Elite. A newly recruited army starts out as Green, except in the home province where they begin as Average armies. Green and Depleted armies always improve to the next level at the end of a turn. At the start of the game, all armies are Average.
  When an army leader Practices Tactics, he is taking his armies on training maneuvers. Those armies may have a chance to rise in quality:

Depleted => Green: 100%
Green => Average: 25%
Average => Veteran: 5%
Veteran => Crack: 1%
Crack => Elite: 0.2%

  In order for an army to rise to a higher quality, an existing army of that quality must be there to train and inspire it. For example, if a leader has mostly Average armies under his command, there has to be at least 1 Veteran army there if the Average armies are to have any chance of rising in quality. The Veteran army need not be of the same type as the Average armies.
  If two leaders Practice Tactics together, their armies are pooled into the same training maneuvers.

[6.2] Movement and Transport

  Armies can't move without characters, but may be left in a province to defend it. An army's speed determines how far it can move in a gameturn. For example, an army with a speed of 3 can move 3 provinces in one gameturn. If any army moves into a province occupied by another enemy army, there is a battle. The army must use up an extra movement point after conquering an enemy land province or fighting a naval engagement. If an army BEGINS a phase in an enemy province and can still move, it uses a movement point to force a battle. The increased army-movement allowed by the March and Naval abilities is always calculated at the moment an army moves.
  Land armies can move only on land, unless they are carried by fleets. However, they can be left at sea since it is assumed that each sea has some islands. They will defend the sea province, even against invading navies.
  Whales and fleets can enter and exit land provinces, but can't move directly from one land province to another. A fleet can transport two infantry armies (including Trolls and Werebeasts), or one mounted army. Camels and Elephants are considered mounted units for transport purposes.
  Mermen move like fleets, except they MAY enter and leave a Parted Sea. They can't transport other units, but may be transported by air units.
  Ents may never be transported, and can enter a Sea province only if it has a "Part Sea" spell cast on it.
  Air wings (Dragons and Eagles) can move by land or sea and can end a turn at sea. They can transport 1 infantry army apiece.
  Armies can't use overland movement and be transported (by sea or air) on the same gameturn.