(Worldbuilding Resource) The Military Axes
Cooked this up in Inkscape, hopefully someone who's into worldbuilding will see this and take an interest!
The Military Axes are an idea I've cooked up to help categorize militaries and the way conflicts are fought. By working out how each of the concepts on the Axes contributes to the whole system, it is made much easier to see which of them are more important, and thus how doctrines will tend to be focused. Just as an example, I'll explore World War I with these axes.
Weapons are much stronger than defenses
Detection is stronger than stealth
Range is much stronger than mobility
Tactics are more important than strategy (all strategy was was attrition, anyway)
Industry is slightly more important than logistics
Because weapons were so powerful and had such long reach, and because it was very hard to hide, soldiers were forced to dig into cover or be obliterated. This caused a stalemate where immense lives had to be expended to achieve anything, which makes industry and the quality of individual soldiers (morale above all else) more important.
All of this leads us to the doctrine: a good way to invent a doctrine for a force is to think up ways to attack the enemy's most important things or boost your own - e.g morale, cover, production and shipping, and artillery. Respectively, WW1 doctrines for these objectives are poison gas, blockades, female laborers, submarine warfare, and creeping barrages.
The Military Axes are an idea I've cooked up to help categorize militaries and the way conflicts are fought. By working out how each of the concepts on the Axes contributes to the whole system, it is made much easier to see which of them are more important, and thus how doctrines will tend to be focused. Just as an example, I'll explore World War I with these axes.
Weapons are much stronger than defenses
Detection is stronger than stealth
Range is much stronger than mobility
Tactics are more important than strategy (all strategy was was attrition, anyway)
Industry is slightly more important than logistics
Because weapons were so powerful and had such long reach, and because it was very hard to hide, soldiers were forced to dig into cover or be obliterated. This caused a stalemate where immense lives had to be expended to achieve anything, which makes industry and the quality of individual soldiers (morale above all else) more important.
All of this leads us to the doctrine: a good way to invent a doctrine for a force is to think up ways to attack the enemy's most important things or boost your own - e.g morale, cover, production and shipping, and artillery. Respectively, WW1 doctrines for these objectives are poison gas, blockades, female laborers, submarine warfare, and creeping barrages.
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I think the Command and Conquer games are a good example of this as both NOD and GDI are made as perfect counters to each other
GDI has bigger and more expensive weapons and battlefield awareness but NOD has an emphasis on quick moving and more advanced technologies such as the obelisk of light and stealth tanks
Its part of why I love the games, its so thought out.. not just because the soundtrack is fire lol
GDI has bigger and more expensive weapons and battlefield awareness but NOD has an emphasis on quick moving and more advanced technologies such as the obelisk of light and stealth tanks
Its part of why I love the games, its so thought out.. not just because the soundtrack is fire lol
FA+

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