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Crowns of the March

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Unit deep dive · Armies

Engineers

The support formation — builds and wields the battering ram that opens gates. Fights like fresh Footmen at every rank; ranks buy speed of work, never strength of arms. Raised at any secured castle.

Two painted views of the same engineer — a craftsman-soldier in kettle hat, quilted gambeson and work apron — on the packed earth of a siege yard with restrained work details: standing ready at left with rope coil and tongs at his belt, and at right mid-swing with the iron maul raised overhead in a melee strike with tools.
The engineer ready (left) and striking with his tools (right) — illustrative poses on a siege yard's packed earth; the ram is campaign work, not this strike. · Original battlefield art, composed — Crowns of the March

What it is

Engineers are the army's builders: craftsmen-soldiers who raise the battering ram beside an enemy's wall and swing it when the assault comes. They fight like fresh Footmen from first muster to last retirement — their ranks shorten sieges, and that is the entire of their ambition.

Why it matters

The key to the gates

Every fortified wall ends at a gate, and every gate yields to patient battering — but a ram crew breaks in far faster than any shoulder working without equipment. Against a defended fortress that difference is the difference between reinforcing walls and standing in the keep yard.

Because they are raised at any secured castle like Footmen, no army is ever locked out of siegecraft. What is required is forethought: the ram is prepared before the assault, beside the target, with the crew's company standing to it.

Ranks that sharpen the work

Engineer progression is honest about what it buys. No rank adds a point of attack or defence — a Veteran crew swings a ram, and swings a sword, exactly as hard as the day it mustered. What ranks shorten is the work itself: an experienced crew raises a battering ram in half the time a fresh one needs.

Their experience comes the same way as everyone's — battle, and the one-time award earned exactly when a ram stands ready. An Engineer formation that has raised rams and fought sieges is a master of the craft and a mediocre swordsman, by design.

How it works

Engineers in a fight

In the line they are Footmen in every particular that matters: the same balanced attack and defence, the same retaliation when a blow is survived, the same wounds and rest — and they inherit none of the line's fighting tricks. Engineers never brace; the shield craft of the line is not theirs.

Against a gate, though, they are the war's specialists. Unequipped, they batter like Footmen; carrying the ram their crew built, they strike the gate far harder — and only the gate. The ram never touches a soldier: against troops, a ram crew is just Engineers.

Mobility

Engineers march at the Footmen pace on the field, and the campaign road keeps its common pace for everyone alike. They are workmen, not riders — the company hauls timber and tools at the same speed it hauls pikes.

Resilience and recovery

Their resilience is Footmen resilience, frozen: the same base defence at every rank, while the fighting types around them grow. In a long war a Veteran line shelters its Engineer companies increasingly well — and increasingly must.

Readiness bands, rest, and replenishment treat them like any formation, with one note worth keeping: an engineer company deep in siege work is a company that must be paid and fed like any other, and unpaid turns pause the build they stand to.

Strengths and vulnerabilities

Strengths: the fastest lawful way through a gate; recruitment anywhere; a craft that earns its keep in every siege; and a development path that keeps paying even though the fighting never improves.

Vulnerabilities: they never grow in a fight, never brace, and their signature work freezes the whole company in place beside the enemy's wall for everyone to see. A ram project is a standing invitation to a sortie, and the answer to it is a friendly line standing over the builders.

Beside the walls

The build demands adjacency: the company must stand in a hex touching the target castle, and stay there. Lose the adjacency — by marching, by being pushed — and the work is cleared. The finished ram waits beside those same walls, bound to that one castle, until the assault spends it.

Between the order and the finished ram, only building work freezes the company; once the ram stands ready, the company may march — at the price of discarding a ram already paid for. Sometimes that is even the right call; usually it is a lesson.

Deployment and combinations

The siege order of march writes itself: the line screens, the Engineers build, and when the gates open the assault goes in with the ram crew at the fore. One crew carries one preparation, and one company runs one at a time — a second ram wants a second company standing beside the walls.

In open battle they deploy as Footmen and are spent as Footmen; their reserve is that any castle can replace them. On the fortress field, remember the swap: the crew fights troops as plain Engineers and saves its edge for the timber.

Common mistakes

Expecting Veteran Engineers to fight better. They never do; the gold spent on their ranks buys speed at the walls and nothing else, which is precisely enough.

Expecting the ram to travel or to serve another castle. It is bound to the fortress it was built against and consumed by that assault; a battle breaking out elsewhere interrupts any other standing siege work, and defenders never carry rams. Moving the crew company by transfer or split even clears the project outright.

And the two quiet ones: ordering the ram while wages are in arrears — the order will be refused — and letting wages slip mid-build, which pauses the work beside the enemy's walls while the enemy watches.

Rules, exactly

Exact values from the current build — not advice, not flavour.

Recruitment cost
60 gold — paid when the muster order starts, consuming one formation from the castle's local reserve
Upkeep
3 gold per turn — fielded, garrisoned, and mustered troops waiting at the walls alike
Muster time
2 turns — owning turns of work; the troops then wait ready at the walls
Raised at
Any secured castle — no domain terrain is required
Base attack
4 — campaign base at Recruit (L1); effective battle damage also reflects rank, the defender's defence, terrain, and wounds
Base defence
4 — campaign base at Recruit (L1); ranks raise it in battle (see Rank growth)
Tactical movement
3 hexes per activation — fields and crossings cost 1 to enter, woods and hills 2
Attack range
Adjacent
Retaliation
60% of normal damage — a surviving melee defender's counterstrike, once per enemy side-turn
Gate battering
2 structure damage per activation — against the marked gates of a fortress assault
Battle health
10 — a fresh formation; readiness and strength scale entry health
Ranks
Recruit (L1) → Elite (L5) — a rank's threshold is lifetime experience; Elite holds 850 XP
Rank growth
none — every rank keeps the base line — level multipliers on the Recruit base, per Trained (L2) upward
Outfitting gold
20 gold / 35 gold / 60 gold / 100 gold — by target rank Trained (L2) → Elite (L5), paid with a promotion
Paid training
reaches Seasoned (L3) — 0.4 gold per missing XP point; higher ranks are earned in battle only
Ram cost
20 gold — paid once when the order is given; never refunded
Ram build time
2 turns → 1 turn from Seasoned (L3) crews — owning turns of work (2 fresh through trained, 1 veteran); the work pauses on an unpaid turn
Completion award
10 XP, once — earned exactly when the ram stands ready
Ram gate damage
4 structure damage per activation — against gates only — the crew fights troops with ordinary Engineer stats; without a ram, Engineers batter like Footmen (2)
Order requires
the crew standing beside an enemy castle — an engineer formation of the company, adjacent to a fortified enemy holding; wages paid, and only one preparation per crew and per company
While building
the company is frozen — no march or transfer until the work finishes or is cancelled; if the crew moves away, adjacency is lost and the work is cleared
The finished ram
bound to that castle — the assault on that target consumes it — one crewed ram formation joins the attackers; a battle elsewhere interrupts other standing siege work
Readiness bands
Ready 10 · Shaken 8 · Depleted 6 — entry health per band; battle survivors classify by final health, and beyond 1 turn of unpaid wages each further unpaid turn drops every formation one band
Readiness recovery
1 band per resting owning turn — resting is idle in a stable friendly castle, or supplied and idle in the field; it is free and never restores strength
Replenishment
up to 25 strength points per owning turn — only a replenishment order at a secured castle that raises engineers; gold and local reserve pay for what is restored, and rank is untouched

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