
CP Run / Rules
* Conquest Points Rules *
** THE - CP RUN RULES **
Everyone is responsible for following the rules; failure may result in your Army being rejected without immediate explanation. (While we are finding our feet, this will only apply to things that are likely to cause major disruption to the raid).
You can bring as many stacks of different types (See the Chart below) as you can subject to your available leadership and any restrictions given below. Respect the limit of units per stack (type and level).
Fewer full squads are better than lots of smaller squads.
To join the CP run, send your troops to the city designated as the host city. You can send your troops at any time you are ready once the city has un-bubbled. This may expose your troops to attack.
LEADERSHIP
You can bring these:Hero (Optional)
Dragon
* Captains Allowed: (Amanitore, Dastan, Cleo, Aydae, Logos, Beowolf and Skadi.)
*** All other Captains will be sent back home.
EQUIPMENT
No Armour / Cloths (Hero & Captains must be naked)
Artifacts allowed (see the chart below)
Players without -Specialist5Artifact Guidelines:
1.Fan 2.Flask 3.Belt
Alternate: Mask, Ring, Knight or QuiverPlayers with +Specialist5 or Better Specialists1.Fan 2.Stone 3.Mask
Alternate: Belt, Ring, Diadem, Knight or Quiver1.Artifacts other than the above are of no assistance in a CP run.2.The artifacts listed are in priority order and assume the artifacts are developed to the same level.3.Consider the amount of strength bonus and the proportion of your force that this will affect in choosing artifacts.4.The selected artifacts can be allocated to any captain being used on the run.
BONUSES
Activate clan Army Strength bonus (Superiors)
Activate player Army Strength / Health bonuses
Activate player Conquest Point bonus
Activate player Experience bonus
REPORTING
To be advised separately if required--
PAYMENT
To be advised separately if required--
PROHIBITED UNITS
No Mercenaries
No Captain Stror / Carter
No Siege Engines
No Spies/Scouts
Exceptions to the above will be coordinated by the clan CP Coordinators to provide a meat shield and to destroy CP City Walls if required. These forces will normally be provided by G6 or higher clan members.
TROOPS DETAIL / ALLOWED
Please follow the chart below and send your Troops/Army as per the mentioned details.
Note: If you send Wrong troops numbers, we will send back at the time of CP run.-
> Please follow the chart <
Guardsman / Specialist
# Level Type Category Troops amount 1 Level-9 Guardman / Specialist Ranges / Melee 1200 2 Guardman / Specialist Mounted 600 3 Guardman Flying 60 4 Level-8 Guardman / Specialist Ranges / Melee 2000 5 Guardman / Specialist Mounted 1000 6 Guardman Flying 100 7 Level-7 Guardman / Specialist Ranges / Melee / Vultures 3400 8 Guardman / Specialist Mounted 1700 9 Guardman Flying 170 10 Level-6 Guardman / Specialis Ranged / Melee / Vultures 5000 11 Guardman / Specialis Mounted 3000 12 Guardman Flying 300 15 Level-5 Guardman Ranges / Melee 360 - 10,000 16 Guardman Mounted 180 - 5000 17 Guardman Flying 200 - 500 18 Specialist Flying / Ranges / Melee 240 - 6000 19 Specialist Mounted 120 - 3000 20 Level-4 Guardman Ranges / Melee 640 - 16,000 21 Guardman Mounted 320 - 8000 22 Specialist Melee 640 - 16,000 23 Level-3 Guardman Ranges / Melee 1150 - 16,000 24 Guardman Mounted 580 - 8000 25 Specialist Melee 1150 - 16,000 26 Level-2 Guardman Ranges / Melee 2040 - 16,000 27 Guardman Mounted 1020 - 8,000 28 Specialist Melee 2040 - 16,000 29 Level-1 Guardman Ranges / Melee 3680 - 16,000 30 Guardman Mounted 1840 - 8,000 31 Specialist Melee 3680 - 16,000 -
**** Update for Tech Levels and Meat Shield Units ****
# Category / Type Amount 1 Monsters - Lvl-9 4 2 Monsters - Lvl-8 7 3 Monsters - Lvl-7 2 - 10 4 Monsters - Lvl-6 2 - 10 5 Monsters - Lvl-5 4 - 20 6 Monsters - Lvl-4 11 - 50 7 Monsters - Lvl-3 36 - 50 8 Monsters (Water Elemental III) - Lvl-3 72 - 100