Difference between revisions of "User:Unwin/sandbox"

From BattleMaster Wiki
Jump to navigation Jump to search
 
(8 intermediate revisions by the same user not shown)
Line 1: Line 1:
=Ranks=
+
= Introduction to Military Leadership =
This is practical information on the religious hierarchy, shared by [[#Ember Holder| Ember Holders]] and higher ranked members of the religion.
 
  
==Rank Order==
+
== Knowing an Army ==
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
 
|-
 
! Name
 
! Level
 
! Purpose
 
! Fee
 
! Grant
 
|-
 
| [[#Fire Prophet|Fire Prophet]]
 
| Founder
 
| Founder of the Faith
 
| 0
 
| 20
 
|-
 
| [[#Vicar of the Flames|Vicar of the Flames]]
 
| Head
 
| Exemplar of Simple and Theological Devotion. Priest.
 
| 0
 
| 15
 
|-
 
| [[#Blaze Guide|Blaze Guide]]
 
| Elder
 
| Exemplar of Simple and Theological Devotion. Priest.
 
| 0
 
| 10
 
|-
 
| [[#Blaze Keeper|Blaze Keeper]]
 
| Elder
 
| Exemplar of Simple and Material Devotion.
 
| 15
 
| 0
 
|-
 
| [[#Blaze Holder|Blaze Holder]]
 
| Elder
 
| Honorary Elder of the Faith.
 
| 0
 
| 0
 
|-
 
| [[#Flame Guide|Flame Guide]]
 
| Senior Member
 
| Exemplar of Simple devotion and Adept of Theological Devotion. Priest.
 
| 0
 
| 5
 
|-
 
| [[#Flame Keeper|Flame Keeper]]
 
| Senior Member
 
| Exemplar of Simple Devotion and Adept of Material Devotion.
 
| 10
 
| 0
 
|-
 
| [[#Flame Seeker|Flame Seeker]]
 
| Senior Member
 
| Exemplar of Simple Devotion.
 
| 0
 
| 0
 
|-
 
| [[#Ember Keeper|Ember Keeper]]
 
| Full Member
 
| Adept of Simple and Material Devotion
 
| 5
 
| 0
 
|-
 
| [[#Ember Seeker|Ember Seeker]]
 
| Full Member
 
| Adept of Simple Devotion.
 
| 0
 
| 0
 
|-
 
| [[#Ember Holder|Ember Holder]]
 
| Full Member
 
| Adept of Simple Devotion.
 
| 0
 
| 0
 
|-
 
| [[#Spark Seeker|Spark Seeker]]
 
| Aspirant
 
| Entrance rank
 
| 0
 
| 0
 
|}
 
  
==Ranking==
+
It is essential that a Marshal know their army. Generals and good Marshals must to know all the army’s of their realm. At a minimum one must monitor the following factors of an army.
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.
 
  
Each rank comes with certain expectations. These expectations are described in terms of Devotions. There are three devotions and multiple levels of each devotion. All Pyrists are expected to display and excel in simple devotion. Most senior members and all Elders are also expected to display and excel in either Material Devotion or Theological Devotion.
+
=== Things to know about an Army ===
  
===Levels of Devotion===
+
* Location
There are three levels of devotion within each category. An Exemplar demonstrates the highest levels of accomplishment. A Neophyte demonstrates a lack of accomplishment. Adepts fill the rather wide gape in between and show a moderate level of accomplishment. An individual can be an Exemplar in one Devotion and a Neophyte in others.
 
  
===Simple Devotion===
+
: Where is your army? Are they in one spot, split into groups, dispersed?
Contrary to the humble name, Simple Devotion is the core of Aetheris Pyrism. It is a measure of ones understanding of the faith and application of that faith. Simple Devotion is living the tenets of the faith. It is saying your prayers, doing your studies and meditating regularly. It is going to temple and demonstrating the faith in action.
 
  
===Material Devotion===
+
* Strength
Material devotion is use of financial resources and material power for thr betterment of the church. It is the giving of funds to finance the constriction of new temples and shrines and the maintenance of existing facilities. It is the use of ones political and military power to enable the expansion of the faith. It is not just having the resources - it is the use of said resources in service to the faith.
 
  
===Theological Devotion===
+
: How strong is your army?
Theological Devotion is the dedication of ones life to religious studies and service. It is a measure of ones priestly service to the faith. It includes preaching, giving sermons, refining the churches stance on various theological studies. It is the complete dedication of ones life to the faith.
 
  
==Rank Descriptions==
+
* Composition
  
===Fire Prophet===
+
: How much of your armies strength is derived from ranged, melee, mixed and calvary troops?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Range
|-
 
! Expectations:
 
| None.
 
|-
 
! Description:
 
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.
 
|-
 
! Duties:
 
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.
 
|}
 
  
===Vicar of the Flames===
+
: What is the maximum, minimum and median range of you ranged troops?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Speed
|-
 
! Expectations:
 
| Simple Exemplar. Theological Exemplar.
 
|-
 
! Description:
 
| The Vicar is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar is the head of Aetheria Pyrism in the absence of the prophet.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology. To establish official dogma and explore uncharted theological waters. Organize and lead the church in matters mundane ans spiritual.
 
|}
 
  
===Blaze Guide===
+
: How quickly do your troop leaders react?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Coordination
|-
 
! Expectations:
 
| Simple Exemplar. Theological Exemplar.
 
|-
 
! Description:
 
| Blaze Guides are those who have achieved enlightenment matching that of the Vicar, whose relationship with the divine surpass the holy spirits and begin to mingle with the subtlety of the gods themselves. Not only is the attunement of their immus flamma nearly pure, but all connections to the temporal world are severed through an additional ritual. They are the keepers of their purity, while upholding the duty of preserving those of their followers.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology. To establish official dogma and explore uncharted theological waters.
 
|}
 
  
===Blaze Keeper===
+
: Do your troop leaders consistently deploy their units as directed?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Maneuverability
|-
 
! Expectations:
 
| Simple Exemplar. Material Exemplar.
 
|-
 
! Description:
 
| Blaze Keepers are role models and key benefactors of the church. They are the representatives of raw devotion, nobles who adhere to the Divine in their everyday actions. It is a position of great responsibility. Blaze Keepers are willing to abide by what is required of them, regardless of the monetary burden. They are the example, they have the will.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by the Vicar. To guide and aid other Pyrists. To provide financial aid to the Church.
 
|}
 
  
===Blaze Holder===
+
: How quickly can your army, as a whole, get from one place to another?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Mission
|-
 
! Expectations:
 
| None.
 
|-
 
! Description:
 
| Blaze Holders are appointed by need and are honorary Elders. They assume the responsibilities of a Blaze keeper or Blaze Guide in the absence of a true Blaze.
 
|-
 
! Duties:
 
| To perform the duties of a Blaze Guide or Blaze Keeper as best they can.
 
|}
 
  
===Flame Guide===
+
: What is your army’s mission as determined by the General?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
* Funds
|-
 
! Expectations:
 
| Simple Exemplar. Theological Adept.
 
|-
 
! Description:
 
| Flame Guides are senior priests of the faith; they seek to enlighten, teach, and spread the word of our faith at home and abroad. Flame Guides wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers. With that, they begin rituals and meditations surrounding its preservation.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology.
 
|}
 
  
===Flame Keeper===
+
: How much money is in the war chest? Do your troop leaders have the gold needed to support the unit needed for the army to perform it’s mission?
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
=== Sources of Information ===
|-
 
! Expectations:
 
| Simple Exemplar. Material Adept.
 
|-
 
! Description:
 
| Flame Keepers are senior members who dedicate their lives to selflessly supporting the Church and set an example to all below them. They live the faith and have the means and willingness to provide material support.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To guide and aid lower ranking members. To provide financial aid to the Church.
 
|}
 
  
===Flame Seeker===
+
* Army Information Report
 +
* Past Battles
 +
* Region Information Reports
 +
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
== Knowing the Enemy ==
|-
 
! Expectations:
 
| Simple Exemplar.
 
|-
 
! Description:
 
| Flame Seekers are senior members of the faith. They are role models to those below them who live the tenets of the faith. They live Aetheris Pyrism.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To guide and aid lower ranking members.
 
|}
 
  
===Ember Keeper===
+
It is essential that a Marshal consider the enemy. Ideally, a Marshal would know their enemy’s Strength, Composition, Speed, Coordination, Maneuverability and Mission - just as they know their own army. Additionally a Marshal must try and predict the Formation the enemy is most likely to use. This can be based on past observations, educated guesses and even gut feeling. Of course, access to this information is limited and some factors might be unknown or even mere suppositions.
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
=== Things to Know about the Enemy ===
|-
 
! Expectations:
 
| Simple Adept. Material Adept.
 
|-
 
! Description:
 
| Ember Keepers are full members of the faith. They have a firm grasp of the faith and support the church with their financial and material resources.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.To provide the church with needed funds.
 
|}
 
  
===Ember Seeker===
+
* Location
 +
* Strength
 +
* Composition
 +
* Speed
 +
* Coordination
 +
* Range
 +
* Maneuverability
 +
* Mission
 +
* Formation
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
=== Sources of Information ===
|-
 
! Expectations:
 
| Simple Adept.
 
|-
 
! Description:
 
| Ember Seekers are full members of the faith with a working knowledge of the church. Standard rank for the common filigree.
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.
 
|}
 
  
===Ember Holder===
+
* Scout Reports
 +
* Past Battles
 +
* Region Information Reports
 +
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
== Moving an Army ==
|-
 
! Expectations:
 
| Simple Adept.
 
|-
 
! Description:
 
| Ember Holders are full members of the faith with a working knowledge of the church. Standard rank for the common filigree.<br/>((OOC: Technically an aspirant rank. They are role-played as full members but do not receive as many messages))
 
|-
 
! Duties:
 
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.
 
|}
 
  
===Spark Seeker===
+
Before a battle can commence you must first move your army into position. Generally, this is fairly straight forward but there are many factors to keep in mind.
  
{| style="width: 75%;  margin: 1px" border="1" cellpadding="2" cellspacing="0"
+
=== Things to Know Before Moving ===
|-
 
! Expectations:
 
| None
 
|-
 
! Description:
 
| Those who seek enlightenment in Aetheris Pyrism but have not yet formally fully joined the ranks of the Church.
 
|-
 
! Duties:
 
| To learn of the faith and develop their Imus Flamma.
 
|}
 
  
==Former Elders==
+
* Your Army (As described above)
Pyrists that once held an Elder position in the Church.
+
* Your Enemy (As described above)
 +
* The Theater
 +
** Regions Information
 +
** Political Border Locations
 +
** Current Political Relations
 +
** Location of Smiths, Banks and Fortifications
 +
** Roads, Ferry Routs, Sea Zones and Travel Times
 +
** Natural Features (Mountains, Rivers, Lakes, Coasts)
  
===Pyre Patrons===
+
=== Sources of Information ===
[[Shenron Family/Shin|Shin Shenron]]
 
  
===Blaze Guides===
+
* Scout Reports
[[Tyr-Sog Family|Caldric Tyr-Sog]]
+
* Past Battles
 +
* Maps
 +
* Diplomatic Relations Report
 +
* Region Information Reports
 +
* Realm Leadership
 +
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
  
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]
+
== Deploying An Army ==
  
[[Category:Aetheris Pyrism]]
+
When deploying your army it is important to know if you will be on the defensive or the offensive.
 +
 
 +
=== Deploying Dug-In or with Fortifications ===
 +
 
 +
This is the ideal defensive state if it can be managed. Only defend on an open field if there are no reasonable alternatives.
 +
 
 +
* Consider what you know of the enemy and your army(s)
 +
* All troops aside from those who are meant to sally (typically Calvary) should be in a defensive posture
 +
* All melee troops should be placed on the walls (to the front)
 +
* Archers can be on the walls or be deployed behind them - mind the archers range (Being behind he walls reduce their exposure to melee but make it easier for the enemy to take the walls)
 +
* Sallying troops (like calvary) are placed behind the walls and given enough room to charge (rear-guard position and aggressive posture will usually work)
 +
* If there are no fortifications, all units should dig in
 +
* Sallying troops should be in a normal or aggressive posture or they will not advance beyond the walls
 +
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation
 +
* Melee troops can be safely deployed in a line in most cases
 +
* If bolstering melee troops, Calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops
 +
* If sallying, the calvary should be deployed in a wedge
 +
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops
 +
* If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers
 +
 
 +
=== Deploying on an Open Field ===
 +
 
 +
Deploying on an open field should only be done while on the offensive or if there is no better position for defense. Without the framework of fortifications, open field battles are generally more complex and more diverse.
 +
 
 +
* Consider what you know of the enemy and your army(s) - in the open field this is the only thing that matters
 +
* Troop posture (agressive, normal, defensive) should be set to ensure a battle occurs as planed
 +
* Troop posture (agressive, normal, defensive) should be set enable proper movement
 +
** aggressive advances quickly
 +
** normal advances
 +
** defensive advanced slowly or not at all
 +
* Position your ranged and melee troops so that the ranged troops must never face enemy melee troops alone or (preferably) at all
 +
* Melee troops can be safely deployed in a line in most cases - when facing monsters or undead box works well
 +
* If bolstering melee troops, calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops
 +
* If charging (preferred), the calvary should be deployed in a wedge and be in an aggressive posture
 +
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers
 +
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation
 +
 
 +
=== Unit Formation Use by Unit Type ===
 +
 
 +
* Ranged
 +
 
 +
: If you expect your archers to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation.
 +
 
 +
* Melee
 +
 
 +
: Just use the Line formation unless fighting rouges then use box.
 +
 
 +
* Cavalry
 +
 
 +
: Just use the Wedge formation.
 +
 
 +
* Mixed Infantry
 +
 
 +
: Position them either with the melee troops or the ranged troops, whichever is weaker and use that formation. If deploying them independently place them so they may fire off a volley or two before joining the melee or in a position to screen the archers from melee attacks.
 +
 
 +
=== Army Coordination ===
 +
 
 +
If your army is known to be well coordinated, custom army formations are preferred as they are more flexible, less predictable and do not require academy study. If your army is not well coordinated, it is best to have your command staff enforce the use of standard formations.
 +
 
 +
=== Advanced Cases ===
 +
 
 +
There are a variety of situations in which advanced unit deployments are used. These can not be elaborated in writing so well and one must learn from experience and respect the counsel of other, more experienced, military leaders. Actively seek the advice of your forerunners.
 +
 
 +
== Marshals ==
 +
 
 +
As a marshal or vice marshal you should review the following information twice a day. If you find any of this information lacking, it if for you to ensure that it is acquired.
 +
 
 +
* All messages - especially those from the General, Ruler, Military Council, other Marshals, Diplomats and Spies
 +
* Army Information Report (make sure you still Know Your Army)
 +
* All scout reports (aids you in Knowing the Enemy)
 +
* Past Battles (aids you in Knowing the Enemy and Knowing Your Army)
 +
* Maps (aids you in Knowing your Theater and Moving and Army)
 +
* Diplomatic Relations Report (Aids you in Knowing Your Theater, Moving an Army and Deploying an Army)
 +
* Region Information Reports (Aids you in Knowing Your Theater and Moving an Army)
 +
 
 +
Additionally, Marshals should perform theses tasks, twice daily, if needed based on the information collected above.
 +
 
 +
* Issue new orders
 +
** Includes requesting additional information (scout reports, advice, travel times, army statuses)
 +
* Update Standing Orders
 +
* Ensure troops and war chest are requesting/getting needed funding
 +
* Move to best support your army
 +
 
 +
== Generals ==
 +
 
 +
As a general you must be capable of performing all the duties of a Marshal then do none of them. A General should review the following twice a day.
 +
 
 +
* All messages - especially those from the Marshals, Ruler, Military Council, other Generals, Diplomats and Spies
 +
* Army Information Reports
 +
* All Scout Reports
 +
* Past Battles
 +
* Maps
 +
* Diplomatic Relations Report
 +
* Region Information Reports
 +
 
 +
Additionally, Generals should perform theses tasks, twice daily, if needed based on the information collected above.
 +
 
 +
* Create or update current strategy
 +
* Present new strategy or strategy updates to Marshals, war council
 +
* Issue new orders to the Marshals or other nobles based on the current strategy
 +
** Includes requesting additional information (scout reports, advice, travel times, army statuses)
 +
* Move to best support your strategy
 +
 
 +
Generals are also encouraged to empower their Marshal’s as much as possible. This means ensuring they can accomplish the directives you give them autonomously (training or replacing them if needed) and leaving them to do so. It is generally bad form for a general to be constantly giving orders to members of an army directly, though there are exceptions. It is best to enjoy the flexibility that multiple armies brings but each army needs to have the strength necessary to be truly useful.

Latest revision as of 15:00, 8 January 2015

Introduction to Military Leadership

Knowing an Army

It is essential that a Marshal know their army. Generals and good Marshals must to know all the army’s of their realm. At a minimum one must monitor the following factors of an army.

Things to know about an Army

  • Location
Where is your army? Are they in one spot, split into groups, dispersed?
  • Strength
How strong is your army?
  • Composition
How much of your armies strength is derived from ranged, melee, mixed and calvary troops?
  • Range
What is the maximum, minimum and median range of you ranged troops?
  • Speed
How quickly do your troop leaders react?
  • Coordination
Do your troop leaders consistently deploy their units as directed?
  • Maneuverability
How quickly can your army, as a whole, get from one place to another?
  • Mission
What is your army’s mission as determined by the General?
  • Funds
How much money is in the war chest? Do your troop leaders have the gold needed to support the unit needed for the army to perform it’s mission?

Sources of Information

  • Army Information Report
  • Past Battles
  • Region Information Reports
  • The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)

Knowing the Enemy

It is essential that a Marshal consider the enemy. Ideally, a Marshal would know their enemy’s Strength, Composition, Speed, Coordination, Maneuverability and Mission - just as they know their own army. Additionally a Marshal must try and predict the Formation the enemy is most likely to use. This can be based on past observations, educated guesses and even gut feeling. Of course, access to this information is limited and some factors might be unknown or even mere suppositions.

Things to Know about the Enemy

  • Location
  • Strength
  • Composition
  • Speed
  • Coordination
  • Range
  • Maneuverability
  • Mission
  • Formation

Sources of Information

  • Scout Reports
  • Past Battles
  • Region Information Reports
  • The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)

Moving an Army

Before a battle can commence you must first move your army into position. Generally, this is fairly straight forward but there are many factors to keep in mind.

Things to Know Before Moving

  • Your Army (As described above)
  • Your Enemy (As described above)
  • The Theater
    • Regions Information
    • Political Border Locations
    • Current Political Relations
    • Location of Smiths, Banks and Fortifications
    • Roads, Ferry Routs, Sea Zones and Travel Times
    • Natural Features (Mountains, Rivers, Lakes, Coasts)

Sources of Information

  • Scout Reports
  • Past Battles
  • Maps
  • Diplomatic Relations Report
  • Region Information Reports
  • Realm Leadership
  • The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)

Deploying An Army

When deploying your army it is important to know if you will be on the defensive or the offensive.

Deploying Dug-In or with Fortifications

This is the ideal defensive state if it can be managed. Only defend on an open field if there are no reasonable alternatives.

  • Consider what you know of the enemy and your army(s)
  • All troops aside from those who are meant to sally (typically Calvary) should be in a defensive posture
  • All melee troops should be placed on the walls (to the front)
  • Archers can be on the walls or be deployed behind them - mind the archers range (Being behind he walls reduce their exposure to melee but make it easier for the enemy to take the walls)
  • Sallying troops (like calvary) are placed behind the walls and given enough room to charge (rear-guard position and aggressive posture will usually work)
  • If there are no fortifications, all units should dig in
  • Sallying troops should be in a normal or aggressive posture or they will not advance beyond the walls
  • If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation
  • Melee troops can be safely deployed in a line in most cases
  • If bolstering melee troops, Calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops
  • If sallying, the calvary should be deployed in a wedge
  • If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops
  • If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers

Deploying on an Open Field

Deploying on an open field should only be done while on the offensive or if there is no better position for defense. Without the framework of fortifications, open field battles are generally more complex and more diverse.

  • Consider what you know of the enemy and your army(s) - in the open field this is the only thing that matters
  • Troop posture (agressive, normal, defensive) should be set to ensure a battle occurs as planed
  • Troop posture (agressive, normal, defensive) should be set enable proper movement
    • aggressive advances quickly
    • normal advances
    • defensive advanced slowly or not at all
  • Position your ranged and melee troops so that the ranged troops must never face enemy melee troops alone or (preferably) at all
  • Melee troops can be safely deployed in a line in most cases - when facing monsters or undead box works well
  • If bolstering melee troops, calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops
  • If charging (preferred), the calvary should be deployed in a wedge and be in an aggressive posture
  • If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers
  • If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation

Unit Formation Use by Unit Type

  • Ranged
If you expect your archers to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation.
  • Melee
Just use the Line formation unless fighting rouges then use box.
  • Cavalry
Just use the Wedge formation.
  • Mixed Infantry
Position them either with the melee troops or the ranged troops, whichever is weaker and use that formation. If deploying them independently place them so they may fire off a volley or two before joining the melee or in a position to screen the archers from melee attacks.

Army Coordination

If your army is known to be well coordinated, custom army formations are preferred as they are more flexible, less predictable and do not require academy study. If your army is not well coordinated, it is best to have your command staff enforce the use of standard formations.

Advanced Cases

There are a variety of situations in which advanced unit deployments are used. These can not be elaborated in writing so well and one must learn from experience and respect the counsel of other, more experienced, military leaders. Actively seek the advice of your forerunners.

Marshals

As a marshal or vice marshal you should review the following information twice a day. If you find any of this information lacking, it if for you to ensure that it is acquired.

  • All messages - especially those from the General, Ruler, Military Council, other Marshals, Diplomats and Spies
  • Army Information Report (make sure you still Know Your Army)
  • All scout reports (aids you in Knowing the Enemy)
  • Past Battles (aids you in Knowing the Enemy and Knowing Your Army)
  • Maps (aids you in Knowing your Theater and Moving and Army)
  • Diplomatic Relations Report (Aids you in Knowing Your Theater, Moving an Army and Deploying an Army)
  • Region Information Reports (Aids you in Knowing Your Theater and Moving an Army)

Additionally, Marshals should perform theses tasks, twice daily, if needed based on the information collected above.

  • Issue new orders
    • Includes requesting additional information (scout reports, advice, travel times, army statuses)
  • Update Standing Orders
  • Ensure troops and war chest are requesting/getting needed funding
  • Move to best support your army

Generals

As a general you must be capable of performing all the duties of a Marshal then do none of them. A General should review the following twice a day.

  • All messages - especially those from the Marshals, Ruler, Military Council, other Generals, Diplomats and Spies
  • Army Information Reports
  • All Scout Reports
  • Past Battles
  • Maps
  • Diplomatic Relations Report
  • Region Information Reports

Additionally, Generals should perform theses tasks, twice daily, if needed based on the information collected above.

  • Create or update current strategy
  • Present new strategy or strategy updates to Marshals, war council
  • Issue new orders to the Marshals or other nobles based on the current strategy
    • Includes requesting additional information (scout reports, advice, travel times, army statuses)
  • Move to best support your strategy

Generals are also encouraged to empower their Marshal’s as much as possible. This means ensuring they can accomplish the directives you give them autonomously (training or replacing them if needed) and leaving them to do so. It is generally bad form for a general to be constantly giving orders to members of an army directly, though there are exceptions. It is best to enjoy the flexibility that multiple armies brings but each army needs to have the strength necessary to be truly useful.