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=Rhyfelism=
+
# Introduction to Military Leadership
==Overview==
 
Rhyfelism is the worship of Aran - God of Humanity. Aran often has a special interest in War, Victory, Death and Conflict. Aran is the defender of humanity who leads the dead champions of mankind against the Demon hords of The Abyss. Those found worthy by Aran enjoy an afterlife with form and function as Avatars under the leadership of Aran. All others wonder Jietheim as formless, aimless Geists. Rhyfelism teaches that success in war, victory in politics, and dedication to the greater cause of Aran are key factors used for judgement. Weaklings, cowards and true traitors have no place in Haven.
 
  
==Cosmology==
+
## Knowing an Army
In the center of all creation lies Jietheim, the land of the dead and of great power. Surrounding Jietheim are seven known worlds, including the land of humans - Battlemasterra.Each of the seven known worlds has a border region within Jietheim, a place from which connections can be made from a particular outer world and Jietheim. The region of Jietheim that borders Battlemastara is known as Haven. The region that connects Jietheim to the world from which Jlrx comes is known as the Abyss.
 
  
When a living thing dies Their eternal spirit is transported to Haven in Jietheim. Those found worthy by Aran become Avatars under his rule and enjoy eternal life and great power. Those found unworthy are cast from Haven. Should a living creature of the outer worlds somehow manage to traverse the border to Jietheim, they are granted power beyond mesure. This results in the complete destruction of all but the strongest of beings. Only two greatures are known to have survived the experience, our great god Aran and Jlrx the Overlord.
+
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.
  
==Key Terms==
+
### Things to know about an Army
Aran - God, defender of Haven, humanity and Battlemastara.
 
Battlemasterra - The land of Humans
 
Demon - A fearsome creature formed by the Overlord Jlrx
 
Jietheim - The land of the dead and core of the universe.
 
The Abyss - Hold of the Demons
 
Haven - Humanities home
 
Geist - The formless spirit of the dead.
 
Avatar - Geists given human form by Aran.
 
Jlrx - The Overlord of The Abyss and the demons.
 
  
==The Leters==
+
Location
  
===3rd day of Spring in the year of the Hog===
+
:    Where is your army? Are they in one spot, split into groups, dispersed?
  
Aran captured the city of Enecen. Aran and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Aran ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Aran ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.
+
Strength
  
With the lands surrounding Enecen under his oppressive thumb, Aran proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Aran also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.
+
:    How strong is your army?
  
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Aran. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.
+
Composition
  
Aran’s armies also suffered. While Aran did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.
+
:    How much of your armies strength is derived from ranged, melee, mixed and calvary troops?
  
The lmost damaging blow to befall Aran’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Aran’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Aran’s armies.
+
Range
  
In the last days of winter Aran discovered the Princes whereabouts. That night Aran and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Aran had the Prince tortured. When the King refused again, Aran sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.
+
: What is the maximum, minimum and median range of you ranged troops?
  
On the first day of spring Aran launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.
+
Speed
  
===3rd Day of Summer in the Year of the Fish===
+
:    How quickly do your troop leaders react?
  
I was once the prisoner of the great General Aran. Though I have no doubt that Aran could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Aran has won over three thousand wars. In each war Aran has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.
+
Coordination
 
In his early years Aran would often leave the field of battle bloodied and injured. Such is no longer the case. Aran’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Aran has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.
 
  
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Aran grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.
+
:    Do your troop leaders consistently deploy their units as directed?
  
Aran has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Aran. It is well known by now that whomever Aran choses to aid will be the victor.
+
Maneuverability
  
===17th day of Spring in the Year of the Oak===
+
:    How quickly can your army, as a whole, get from one place to another?
  
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Aran has come to call theme Demons.
+
Mission
  
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Aran has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.
+
:    What is your army's mission as determined by the General?
  
===12th day of Winter in the Year of the Oak===
+
Funds
  
Aran has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. The victory was not completely hollow though. Aran has captured a demon and hopes to learn much from it. Despite the losses, Aran is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Aran plans on departing in the coming spring to lead the host through the portals to continue the fight.
+
:    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?
  
===17th day of Winter in the Year of the Oak===
+
### Sources of Information
  
Aran has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter studying the portal, the creatues known as demons, and the land they hail from. He must be ready for the coming spring.
+
* Army Information Report
 +
* Past Battles
 +
* Region Information Reports
 +
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
  
===2nd day of Spring in the Year of the Dragon===
+
## Knowing the Enemy
  
Aran returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.
+
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.
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Aran, have gained power beyond measure, it is not possible for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.
 
  
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Jlrx, has managed to enter Jietheim alive many centuries ago and that Jlrx has been building an army of dead, shaped into demons with which he can conquer all the worlds.
+
### Things to Know about the Enemy
  
Aran has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Aran will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Aran’s Host and will continue the fight against the Demons.
+
* Location
 +
* Strength
 +
* Composition
 +
* Speed
 +
* Coordination
 +
* Range
 +
* Maneuverability
 +
* Mission
 +
* Formation
  
===8th day of Spring in the year of the Dragon===
+
### Sources of Information
  
Aran has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Aran passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Aran, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.
+
* Scout Reports
 +
* Past Battles
 +
* Region Information Reports
 +
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
  
===6th day of Winter in the year of the Mountain===
+
## Moving an Army
  
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Aran closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Aran and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Aran declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever.
+
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.
  
===3rd day of Spring in the year of the Sundering===
+
### Things to Know Before Moving
  
The closing of Deaths gate was accompanied by great earthquake. Much damage was done and many lives lost. We all viewed it as the price of safter. It would appear, however, that the cost was much greater than we had thought. Reports have come in from the west that only ocean exists where land once was. Our great continent is gone and only the Far East portion still exists as an island. Some are urging exploration. The building of ships to traverse the sea. It is pointless. We are alone on this great sea.
+
* 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)
  
===10th day of Fall in the year of the Sundering===
+
### Sources of Information
Our connection with Aran and his Avatars has not been lost! Aran has appeared before us, though not in all his glory. It would appear that portals, like the Deaths Gate, can vary in strength. A strong gate takes a great deal of time to create and allows for the most powerful of Demons and Avatars to cross into our world. lesser portals can be created however. By using such lesser portals it is possible for our God to provide guidance to his people.
 
  
There shall never again be a great portal connecting our world to Haven though. Such portals, once built radiate power and draw the demons like moths to a fire and it takes a great deal of time to close them safely and will cause massive earthquakes in our world should the portal be close in a hurry. They are too risky.
+
* 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)
  
===13th day of Fall in the year of the Sundering===
+
## Deploying An Army
  
I have learned from our God, Aran, that there may be other powers within Jietheim. One he calls the Wraiths - deadly spirits with an obsession for corpses. Another he calls the Beasts who are primitave, ferocious and ever hungry. He has not seen the lord of either faction however ans suspects that they may simply be strains of deomons lead by Jlrx. Bands of Wights and Beasts have been asailing Haven continuiously. At every oprtunity they create lesser portals to our world. This may explain the walking dead and the feroucious monsters we have fought against for so long.
+
When deploying your army it is important to know if you will be on the defensive or the offensive.
  
[[Category:Rhyfelism]]
+
### 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.
 +
 
 +
#### 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.

Revision as of 18:36, 7 January 2015

  1. Introduction to Military Leadership
    1. 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.

      1. 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?
      1. Sources of Information
  • Army Information Report
  • Past Battles
  • Region Information Reports
  • The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
    1. 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.

      1. Things to Know about the Enemy
  • Location
  • Strength
  • Composition
  • Speed
  • Coordination
  • Range
  • Maneuverability
  • Mission
  • Formation
      1. Sources of Information
  • Scout Reports
  • Past Battles
  • Region Information Reports
  • The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)
    1. 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.

      1. 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)
      1. 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)
    1. Deploying An Army

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

      1. 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
      1. 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
      1. Unit Formation Use by Unit Type
        1. 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.

        1. Melee:

Just use the Line formation.

        1. Cavalry:

Just use the Wedge formation.

        1. 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.

      1. 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.

      1. 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.

    1. 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


    1. 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.