Melhed/Army/Wolf Legion

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The Wolf Legion

The Wolf Legion is our warmongering army. It is in charge of the more traditional side of war, fighting big battles, making the most of strategies and valor. Discipline, activity and sense of duty is the key to making a salient member of this army, and such members are often prized with gold. Most warrior class noblemen are part of this army.


Hierarchy

Current Marshall: Fu Leng Hinamato Current Vice Marshal: Mario de Coivos

The Marshal(or vice marshal) is your supreme and only commander, as long as your lord has you assigned to his army you follow his orders above all others. The Sponsor, Duke Marc of Fronepu, is responsible for the war chest, if the chest is empty, it is the Sponsors task to refill it. If additional funds are required, contact the dukes of the realm and your Marshall.

The marshall and the vice marshall are both apointed by the Sponsor in alignment with the Imperators/Imperatrixes wishes. The Imperator/trix is fully responsible for the work done by the marshalls.

The vice marshall has as much authority over the marshall and his orders way just as heavy and can be sent to the legion any time the vice marshall sees fit. It is the marshall and the vice marshals job to cooperate there efforts and make sure there are protocols ready so none oversteps each others autority.

Orders of Campaigns for the Wolf legion are outlined by the Imperator/trix to the war Ministry where the Marshalls pick it up and execute it. The goal is to leave the marshalls free in leading there army as they see fit. The Imperator/trix basicaly gives a goal and or a rally point and in case of allied forces involved, also the unit settings and schedule of attack.

This leaves the Marshall with all other tasks like overseeing discipline, giving clear orders, repeating them and educating the legionists in proper unit management. The Marshall has a great responsibility as he or she is in direct charge of the army.


Paraphernalia and Recruitment

As an active offensive army, we ought to be prepared for many situations.
There for the following standard paraphernalia are recommended:

For each unit: three to four scouts
For each twenty men: one banner, and one healer

Siege engines should only be bought in case you receive specific orders to recruit them. one per twenty men is recommended. Carts can be useful for larger units to carry the wounded in case of a tactical retreat.

What type of unit to recruit?
That is up to you, however some type of units are more effective against a certain foe than others, you can read more about this under unit settings. However, in most situations a well balanced army is most effective. Which would be about (5)6/10th infantry, 3(4)/10th archers, 1/10th cavalry.

When maintaining a unit, your expected to recruit a unit of considerable size. This is 600 combat strenght minimally, which is about 50 men for archers, mixed infantry and infantry, 20 for Special Forces and 30 men for Cavalry units. Do not recruit too much above this standard either, similarly small sized units are more effective together.

Always make sure you have a reserve of funds that will at least last you out for 2 weeks unless ordered otherwise.

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.

For battles against human enemies we have no basic settings for various obvious reasons like security and the fact that every army or enemy has diferent aray of unit types and strategies. Its the Imperators/trixs job to find an appropriate strategy against every individual foe.

Monsters:

Infantry: Front/Box/Defensive/Dug in if possible|50% Retreat
Archers: Deploy to maximize range(middle for range 4, front for range 3)/Line/Defensive|Minimum retreat
Cavalry: Rear/Box/Defensive|Minimum retreat

Goal here is to get as many monsters out by ranged attacks as possible and make the monsters retreat early on. 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(middle for range 4, front for range 3)/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.