Why deal with politics when you can win your way to victory? Indeed, the backbone of any successful presidency will be the support of a strong military or militia. This section covers Revolution’s units, upkeep, movement and details.
There are four units in Revolution: Infantry, Cavalry, Canons and Federalis. The following table describes the construction costs, upkeep and strength of each unit.
|Inf||$10 – $1||4||1d4||10||+1 against Cav|
|Cav||$12 – $1||6||1d4||12||+1 against Can|
|Can||$14 – $2||5||1d4||14||+2 against Inf|
|Fed||n/a – $2||0||1d6||12||+1 against all units & First Strike capabilities|
b. The Fort
There is one building in Revolution: the fort. Forts are high hit point buildings that require zero upkeep. Only one fort is can be built per territory, and forts cannot be repaired.
Units cannot garrison in a fort, and avoid attack or be safe in anyway. Units and a fort fight alongside each other when present in a territory. Forts also serve as territory “anchors” — that is, forts must be removed from a territory before that territory can switch hands.
c. Movement and Territory
There are several other important details and specifics when it comes to units, movement and controlling territory:
- All units can move one territory per turn. There are no unit orders beyond MOVE and ATTACK.
- Functionally, there is no difference between MOVE and ATTACK, though attack indicates an affirmative action.
- Units who MOVE into the same square with enemy units will ATTACK as normal. There is no DEFEND.
- Units cannot travel by air or sea.
- There are no naval or air units in Revolution.
- There are no reservist units.
- Players cannot sell or transfer units to one another
- Players cannot transfer territory except by military means
- The Periódico Revolucionario will report all unit disbandments, and report the name of the player whose units disbanded.
- As stated in flow charts in the Forums, Federalis have first strike