[quote=Flooby Badoop] Hah, thank you for pointing out the lack of siege engine costs. Knew I was forgetting something.As for listing out the cost of specific weaponry, the purpose is to allow for a wider degree of customization. Though I like the simplicity of having troop types instead of specific weaponry, I've found in my past experience in NRPs that this tends to stifle ideas. Suppose you wanted a set of soldiers resembling a band of galloglaigh. Would they be horsemen, infantry, or archers? If they're simply Cavalry Archers, then the argument could be made that all Cavalry Archers can fight on foot with equal skill to that of a Heavy Infantry. And if that were the case, the cost of having an army of nothing but cavalry archers would be offset by their superiority.These problems could be easily fixed, of course, but I'd prefer to avoid these situations entriely. That said, I do like your idea, so how about we go halfway and create troop templates? Premade troops with the proper equipment, with their cost and upkeep pre-calculated. The best of both worlds, no?Also, there are no statistics for each weapon because to do so would be arbitrary. After all, battles will only be decided by dice rolls if you are battling NPCs, or if a decision between players cannot be reached, and for that purpose I have a modifiable formula that takes into account certain weapon pairings. Certain weapons will be more effective against others, while others weapons will be simple, yet cheap. I should perhaps change the name of Battleaxe to Greataxe, since I had a two-handed Gimli-style axe in mind.The point of having so many different weapons is to allow the players to field different types of troops or equipment for different purposes. Maces are excellent for taking out heavily armoured enemies. Axes are great for hacking in shields, and can act as the poor man's sword. Pikemen can defend against cavalry, and protect ranged units. Swordsmen can protect pikemen and ranged units who are engaged in direct combat. [/quote] Sounds fair enough. I wasn't trying to criticize I just found the system to be very micromanagement oriented. Going halfway provides for more customization (a plus) without being too overbearing or requiring too much micromanagement (another plus). How exactly will combat work? Assuming two players don't work out the solution on their own. Will it be one big dice roll? Will it work in smaller phases? Will you have options once battle starts? Or will you just go into a battle and either win or lose? (What I mean by this is, can I change a strategy? Are their strategies? What if I start losing? Is my entire army going to be obliterated? Will I have the option to retreat?) Will terrain affect the combat? I'm also unsure what Bullis is for other than purchasing weapons and mercenaries? Can you buy walls? Manors? Towns? Infrastructure? As there only seems to be a point cost for world creation associated with each in the rules. I'm assuming that this will change? Edit: Baileys and Military Baileys? Each are worth 2 points, but what bonuses do they convey. The manor and wall options are for defence, but the baileys are for?