Difference between revisions of "Melhed/Army/Inner Guard"

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(Wolf inner guard page)
 
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But all other members have to rally in there rally point, if you can't, report that to the army so we all know.
 
But all other members have to rally in there rally point, if you can't, report that to the army so we all know.
  
'''In case of foreign invasion:''' rally at the indicated rally point and wait for direct orders from the Marshall.
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'''In case of foreign invasion:''' rally at the indicated rally point and wait for direct orders from the Marshall. (this now also counts for Courtiers)
  
 
'''In case of any rogue invasion on any region half a region away:''' attack in two turns from the notification so you will most likely arrive with support, directly moving out will probably mean you will fight alone.
 
'''In case of any rogue invasion on any region half a region away:''' attack in two turns from the notification so you will most likely arrive with support, directly moving out will probably mean you will fight alone.

Revision as of 16:21, 19 August 2011

The Wolf Inner Guard

The wolf inner guard secures Melheds regions and defends it's borders. To repel foreign enemies, it will work close together with the Melhed/Army/Wolf Legion. But usually it will defend regions from rogue attacks. As a Member of the Wolf Inner Guard you do not require to be as active as the Wolf Legion, rally points and ready instructions will be available so you can act on time.

Standard Orders and Instructions

First of all, we have a rally point indicated in our standing orders, Courtiers may rally in other region as long as they take care of there men properly and respond to defend against rogue attacks. But all other members have to rally in there rally point, if you can't, report that to the army so we all know.

In case of foreign invasion: rally at the indicated rally point and wait for direct orders from the Marshall. (this now also counts for Courtiers)

In case of any rogue invasion on any region half a region away: attack in two turns from the notification so you will most likely arrive with support, directly moving out will probably mean you will fight alone. So when you see a rogue invasion in an adjacent region, move out and press delay arival to make the move in two turns. If they invaded half a day ago, move out there directly. For every half a day extra away from the rally point you add half a day travel in your calculations. So if the journey is a full day journey, make a 1,5 day move.

In case of any rogue invasion, your not required to wait for the Marshals orders, just act as described above.

Unit standards

Your obligated to recruit minimally 30 men what ever your class. Take a healer and a banner per 20 man and at least 3 scouts at all time. Make sure you have plenty of funds to pay your men in advance for atleast two weeks.

We will refit every two weeks to repair damage and cash bonds on tax day, watch standing orders for the next refit and remember when you had your last refit. There will be no need to refit in general, but if it does, report to your marshal that your making an extra refit. If you manage your unit well, this is not necessary.

Unit settings

The right settings only apply to the right situations, There isn't a strategy that works against everything, and different settings will most likely be issued every battle. There are, however, basic settings for fighting small groups of monsters or undead. There displayed and described below.

Monsters:

Infantry: Front/Box/Defensive/Dug in if possible|50% Retreat Archers: Deploy to maximize range/Line/Defensive|Minimum retreat Cavalry: Rear/Box/Defensive|Minimum retreat Goal here is to get as many monsters out by ranged attacks as possible. Reason infantry is in front is because some archers are range 3 and maximize when deployed in the front. While this is not necessary, it is usually more fruitful to have that extra shot in, because monsters are vicious in close combat. Cavalry, I would rather preserve for something like undead more, since the goal of fighting monsters is to avoid close combat, as we will suffer greater casualties that way than the monsters would equivalently.

Undead:

Infantry: Middle/Box/Aggressive|Max retreat Archers: Deploy to maximize range/Line/Defensive|Minimum retreat Cavalry: Rear/Wedge/Aggressive|Minimum retreat

Archers tend to be less effective comparatively against undead because they cannot induce them to retreat. Close combat against all but smaller hordes is inevitable. As such, we would like the infantry to engage before the archers come under any danger. Cavalry is an option affair. On one hand, having the charge could potentially take out a good portion of undead, and with their usually large numbers, overkill would be less likely. However, that also leaves cavalry vulnerable to taking hits as well, so I would say that cavalry should be in wedge to charge only if there is fairly good infantry or substantial archer support.