Taselak (Fourth SI)/Military

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The contents of this page are not readily available to everyone, either because it is sensitive or because it is rare or otherwise little known knowledge. It is here for the purpose of archiving or making it more accessible to a certain audience, and this should be kept in mind while reading the contents of this page and all it's subpages.
In short, the contents of this page are to be considered OOC knowledge, except for characters who are nobles of Taselak.


Honour

As can be found on Honour and Recruitment page the general formula for the number of men we are able to recruit seems to follows:
Number of men = Factor * Honour + Offset

Unit type Factor Offset
Infantry 1.5 22
Archers 1.5 22
Cavalry 0.5 7
Special Forces 0.5 7


Cavaliers appear to get a bonus recruiting Cavalry and Special forces, though the effect is as yet unknown.

Recruitment

Infantry

There is no such thing as too much infantry, if you do not know what kind of unit to recruit, this is the best kind. Infantry alone might not decide who wins the battle, but they certainly decide by how much the battle is won. With infantry defence is slightly more important that attack, hence with two almost equal units, the one with the stronger defence is usually preferred.

Archers

Archers are happiest when on top of walls, away from the violence and gore of the melee where they will be ripped to shreds. Ideally archers should never ever ever EVER exceed 30% of the total number of troops. For archers, Armour quality is almost irrelevant, most important is the range, followed by weapon quality and training.

Mixed Infantry

MI are useless and are inadvisable to be recruited.

Cavalry

Ideally cavalry should be commanded by cavaliers. If you like extravagant clothes, such as hats with peacock feathers in them, boots which shine enough to blind the person you are about to kick in the face from your high vantage point and drinking the finest wines this is the career path for you! Cavaliers have good morale and cohesion bonuses when commanding cavalry as well as gaining a lot of honour in battle. Cavalry are primarily used to tip a losing battle in our favour, or quickly and decisively end a battle which is already won and all that is left to be decided is how soon and how thoroughly the enemy is beaten.

They advance 2 rows at a time across open field, unlike other classes which only advance one at a time. Also they have a 'charge bonus' allowing them to deal double damage upon impact with the enemy front line. following this they act as expensive infantry, but infantry none the less. Hence, to preserve them, the ancient principle of 'live today that you may fight tomorrow' is applied: As such commanders are often encouraged to maintain a very low withdraw percentage (as low as your leadership allows) when commanding cavalry. Ideally as a proportion of the total troop number, they should not comprise more than 25% on the open field, and none when walls are involved. Also they make poor militia. For cavalry weapon quality is more important than armour quality as hopefully they do not spend too much time on the field.

Special Forces

These are the elite! Their capabilities differ, with many if not all special forces having unique abilities such as built in siege engines, charge bonuses, range. Mostly they behave as one of the other unit classes but are just better NEVER MIX DIFFERENT TYPES OF SPECIAL FORCES AS THE ABILITIES MAY BE LOST.