Saturday, November 12, 2011

Possible Moves for Operational Commanders

What medieval armies can do best.
March (field army)
  • Progress ~10 miles in a day.
  • Pillage a burn all non-fortified settlement.
  • Scout 1 day ahead in all possible directions.
  • Unlikely  to cause fatigue.
  • Uses victual stores.
  • Prevents desertion and infiltration.
  • Options/Emphasis:
    • Speed first :
      • Likelier to get tired, Select the shortest anticipated route, less likely to be found by scouts, bypass castles, walled towns.
    • Profit first :
      • Select the most profitable route, Automatically attempt to impress fortified obstacles (if not, bypass), Good for morale (in general).
    • Tactical : 
      • Tight column movement, less likely to be ambushed, slow, likelier to get tired.
  • End triggers:
    • Specified destination reached.
    • Specified time span reached (1 day by default).
    • Opportunity OR challenge encountered.





Rest (field army)
Resting with your 10,000 best friends
and no running water.

  • No progress toward objective.
  • Higher rate of victuals consumption.
  • Resting.
  • Likelier to be found by scouts.
  • Options/Emphasis:
    • Reorganization
      • Address discipline, cohesion, training.
  • End trigger:
    • Specified time (default= until rested).
    • Specified length
    • Opportunity OR challenge encountered.






Sieges, the worst way to spend
time in the field.
Besiege (field army)


  • No movement, scouts used as defensive screen.
  • Higher victuals consumption.
  • Lower fodder consumption.
  • Daily attempt to negociate surrender.
  • Engineering operations : make siege engines, sapping, etc.
  • No looting of wealth.
  • Morale depend on belief in a successful outcome.




Sign your name here and I'll give you a shiny helmet.
Indenture (Friendly territory only)

  • 1/8 of total population is likely be raised as troops in 1 Month (or 1/16 in two weeks, or 1/32 in one week, etc.). Every increase in proportion, or cut in time by a factor 2 makes it less likely
  • Troop type and quality depends on:
    • Local specialty.
    • Warfaring tradition.
    • Loyalty.
    • Funds.
    • Non-immediate threat to home base.
  • Can be applied on foreign specialists (Genoese crossbowmen, Swiss Pikemen, German Mercenaries, etc). Ask GM for parameters.




Alright, the metal bit at the end goes
into Englishmen's vital organs.
Activate Militia (Owned territory only)
  • Like Indenture, but up to 1/4 population in 2 weeks.
  • Troops quality almost always untrained for maneuvers.
  • Bound to defense of their own community (use Indenture otherwise).
  • Do not depend on funds, but depend on weapon and armor stores.
  • Likely to affect the local economy. 
  • Less likely to be successful in non-fortified area.
  • Likelier in localities with Castles and Fortresses.





Evacuate Civilians (Owned territory only)

  • Deny opponent some/all of the loot.
  • Faster economic recovery (but enhanced chance of famine later).
  • Liege Lord responsible for victuals and accommodation. 

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