What kind of commander would you be?
14 years ago
I rite stuff. U luk at it plz.
OK, for real this time. I just posted a (hopefully) organized and formatted bit of writing called "Army Structure", linked here -> http://www.furaffinity.net/view/5343574
It's mainly designed as a concept document for a game, illustrating the three main schools of warfare on Sejhat as well as specializations in those schools. Just for kicks, I'd like to see if folks will actually read it and answer a few questions:
1: What is your combat school, and why did you choose it?
2: What is your combat specialty, and why did you choose it?
3: If you read about the sub-commanders, which do you think would 'fit' well with your strategy?
Easy enough questions, if you've done the reading. I figured that strategy enthusiasts might want to take a gander.
OK, for real this time. I just posted a (hopefully) organized and formatted bit of writing called "Army Structure", linked here -> http://www.furaffinity.net/view/5343574
It's mainly designed as a concept document for a game, illustrating the three main schools of warfare on Sejhat as well as specializations in those schools. Just for kicks, I'd like to see if folks will actually read it and answer a few questions:
1: What is your combat school, and why did you choose it?
2: What is your combat specialty, and why did you choose it?
3: If you read about the sub-commanders, which do you think would 'fit' well with your strategy?
Easy enough questions, if you've done the reading. I figured that strategy enthusiasts might want to take a gander.
2. I'd either go with Vanguard or Lance Major (leaning towards the latter). Swift attacks at weak points can turn the tide of a battle so quickly
3.Reconnaissance Officer
Does that answer your questions?
Now, for extra credit, which of the four factions would you pick? I'll give a quick rundown:
Beastfolk- cavalry & melee focus
Humans- artillery & cavalry focus
Elves- missile infantry & melee focus
Dwarves- missile infantry & artillery focus
2: Captain of Grenadiers, chaos is a great factor in overwhelming the enemy. If you can overwhelm them, you can break them down and destroy them. Plus, grenadiers are awesome.
3: Veteran Engineer. From what I've picked and how it seems to operate, grenadiers operate in close range and have to be close to enemy defenses to generally destroy or maim them. Since grenadiers also defend in close range, good defensive procedures would be needed, the Vet. Engy could do that.
My guess.
2.Commander of Mounted Infantry because it combines the srenght of Infantry with the mobility of the Calvary.
3. Master of Sharpshooters or Destrier
2. Probably Royal Engineer (for defenses) or the Bombadier (because I share a particular passion with the Mythbusters, one for huge explosions.)
3. Recon Officer, he can tell me which way to point my big beautiful guns. :P
-Although it allows bad commanders to hide incompetence, it also allows skilled commanders to deal some serious damage at the least convenient place for the enemy and the best possible time for your forces.
2. Combat Specialty: Captain of Skirmishers
-Good intelligence is the key to a successful battle plan, and a little panic in the enemy's front lines now might just be the hesitation that holds back an pivotal counter-attack later.
Put simply, "I have no intention of letting this devolve into a fair fight."
3. Subordinate Commander: Master of Sharpshooters
-A hardened officer skilled in use of a rifle as well as concealment and living off the land? And he improves my skirmishers' accuracy, stealth and health? Where is this man and why is he not already under my command?
Also, I'll take the Armourer for my Camp Follower. Better rifles mean better shots. Looking good doesn't help you fight. Good food would be nice, but if the men are used to living off the land, a special meal every now and then can boost morale just as well, eh? And I don't need any musicians to announce my presence in the field, thank you very much.
Fortunately, in the course of the game no one is restricted to having just one camp follower and subordinate commander. Ultimately, you can have at least one of each of those categories- the limitation being that you can't use all of your sub commanders and their special abilities at once.
-Barber/Tailor: Hey, the troops wanna look good when they're not in the field to impress the ladies, right?
-Quartermaster: Gotta stay well-supplied. You never know when supplies might get cut off, and it would be nice if we could avoid burning through our reserves within the day.
-Surgeon: Although we're experts at hiding and sneaking and getting away unseen, invariably someone will get hit, and I want my survival rate to be exponentially better than those of other companies.
-Spymaster: More intelligence is always a good thing, even if it means sorting the good from the bad and unreliable. And having a ready source for this information is a worthwhile investment.
Man, I want to play some Flames of War or something... But sadly, miniatures are expensive, and college takes priority.
2.Stealth and recon because taking out the enemy and they don't even see you will damage moral (psychological warfare) and intelligence is always important
3.I dont understand question 3
2) Master of Skirmishing. An outright punchup is hardly an efficient method of combat, a high-speed blindside is always the better option. It isn't about honor, it's about winning. Traditional warfare is the modern equivalent of people lining up in rows and taking turns shooting at each other until one side runs out of people, skirmishing is spec ops.
3) Ideally, sub-commander would be someone that rounds out the force with a bit of cavalry artillery. Nothing works quite like artillery with the mobility of cavalry, to always be in the best possible place to inflict maximum damage with minimum casualties. Combined arms tactics are used because they WORK.
As for fav Commanders-Julius Ceaser-advanced cavarly use and rush tactics.
Erwing Rommel-advaced mechanized Command,artillery.
General Patto-advanced armor.
2. Captain of Skirmishers, because few well aimed arrows can create chaos in the enemy camp making it easier to finish them off
3. Assassin, because they match the tactic above. First, use the riflemen to create chaos, then swordsmen to kill the survivors
4. Elves- missile infantry & melee focus, kinda obvious choice regarding 2. & 3.
2: I'd say light artillerist, being able to rain down near constant shells would break morale. It also lets the group have a fighting chance if the forces break through the front or if it was a sneak attack.
3: lord alchemist is the best choice here. To make up for the lack of heavy firepower with devastating magics and chemicals.
4: always a fan of the dwarf. Plus even without the bonus you gave them, they seem like the perfect race to handle artillery.
I like the choice of a Lord Alchemist as well- he (or she!) is a beastly force multiplier for the artillery. Dwarves, as you surmised, are a solid choice for having access to a wide variety of artillery pieces.
It was a tough choice to choose the sub commander. There are a lot of good choices. Just seeing that the specialty I chose, it didn't really seem necessary to have anything but the Lord Alchemist. Also, I just always see dwarves connected to earthly people, what better job for a dwarf(other than hauling artillery pieces) than being an alchemist. All those minerals and powders to be combined.
2. I am torn between bombardier and field artillerist. Both of them deals good damage from a comfortable distance, I think. Well, maybe I lean more towards field artillerist, for the reduced costs.
3. Sub commander would be lord alchemist. Veteran engineer might be useful as well.
2. Field Artillery. Higher rate of fire means more shells in the air, more shells in the air means more explosions, more explosions means more dead enemies... accuracy becomes an academic concern when the whole hillside is saturated with explosive rounds.
3. A Lord Alchemist sounds fascinating... I do love the odd bit of chemical weapons to spice things up between barrages of explosives. A Surveyor would also be a welcome addition.
All that remains is pray all those footsloggers from Infantry Command remember how to hold a line long enough for my guns to fire off a volley or two.
and efficiently when well commanded
Logistics Officer - A couple reasons:
a:An army marches on it's stomach.
b:A properly equipped infantry unit is the most dangerous thing on the
battlefield.
Mercenary Captain - Knowledge is power and this man(or woman) can lend that to you for the right
price.
Infantry are more versatile than cavalry and artillery, capable of travelling over a wider range of terrain and with less cost. When it comes to defence, infantry are more able to hold key areas at short notice than cannons and more capable of taking fortified areas (horses and cannons can't climb ladders or walls). In addition, there's also the romantic appeal of instances like The Thin Red Line.
2) Captain of Skirmishers
I like the idea of creeping forward of the rest of the army, hidden away from the enemy's sight, and then letting rip a round of fatally accurate rifle fire into an enemy flank before dissappearing before they can react. It also means I'm not as constrained by formation as, say, infantry of the line, and don't have to worry as much about how the terrain will break up my line. As skirmishers, the unit should be broken up a little anyway.
3) Master of Sharpshooters/Priest
I'd also like to make sure the enemy actually goes down, not just unnerved, so a Master of Sharpshooters can ensure that the unit hits more accurately. Likewise a priest is capable of providing moral support for the skirmishers without giving away our position (like a musician), and can also do a bit of basic medical work without needing to set up an actual operating area (like a surgeon).
For my subcommanders, I'd set my Master of Sharpshooters out to try and pick off key elements of their command and, if I happen to have available, maybe a a Battlemage among the men to give their offense/defence a little oomph. A Recon. Officer would also be invaluable for spotting key locations and giving me a rough idea of the composition of the enemy force.
As for my own soldiers, I'd get them into cover as quickly as possible, whether a thicket of trees or even a low wall or a ditch, and try to use decoys to draw away the fire of enemy sharpshooters, such as hats on sticks depending on how accurate I expect the enemy to be. My soldiers would be encouraged to fire around cover, not over it, whenever they're able so as to present a more difficult target. If the enemy is the stronger force, a steady retreat would be ordered, with a rotating system of retreat/covering fire for designated squads.
If you strike while the iron is hot - well... You'll end up striking a hot iron :V
It's much better to apply tactics as soon as possible, in my opinion.
2) Royal Engineer
All the predictions and calculations that would be required not only of a good fighting strategy, but to make the most of your resources is enough to lure me in.
3) I'm a bit unsure as to the limits on subcommanders and retinue, so I'll just talk about some of the useful subcommanders, and assume the retinue is all OK.
A recconaisance officer would be essential - without one the reasoning behing strategies would be incomplete, if not non-existant.
A lord alchemist would be a useful addition, as the products of their work would (presumably) be able to be specialised for specific tactics.
A veteran engineer would initially seem like a good idea, but assuming the number of subcomanders is limited I feel like the specialties in the role could be lost amongst the sea of other engineers.
A battlemage would be useful for positioning the enemy into useful positions. They're unikely to go places that have a lot of fire/lightning and more likely to follow strategic "pleasant" paths set by a mage.
For instance, if you observe that the enemy has a lot of infantry, that might influence you to pick the Lord Alchemist to boost your artillery abilities, the Veteran Engineer to slow the enemy down further to give you more time to kill them, and the Reconnaissance Officer to get an accurate tally of the enemy as well as run down the enemy's vanguards and skirmishers.
You'd acquire Subordinate Commanders through your travels, mainly by meeting and embarking on quests for them. With their allegiance secured, you'd be able to deploy them in battles of your choosing. Additionally, sub commanders cannot 'die'. They can be wounded and removed from action for a period of time, however, so there would be at least some impetus not to let them soak up cannonballs with their faces.
Rather shatter the sky of Opposition from afar than engage them and waste troops.
2.) Bombardier
Explosives are an art form superior to any other.
3.) Reconnaissance Officer
I need to know where not to be to avoid all these potentially hostile forces
___
Is there any chance to requistion a few Commissars?
My troops are anoyingly spineless.
As for 'Commissars', every company comes with a handful of officers built in to keep the gin-sodden bastards in line, but if you're not satisfied with their standalone capabilities you could always keep one of your sub-commanders in charge of them. At the onset of battle you can choose 3 of your allies to attach to existing companies/squadrons/batteries, boosting their morale and giving them special abilities. In practice it's not all that different from Dawn of War.