Tholus
Fledgling Freddie
- Joined
- Jan 7, 2004
- Messages
- 209
Monday 21:30 to 23:30 CET I will try to lead an exercitation of field battle army management in Ancient Roman style.
We will experiment some basic as: marching, flanking, ambushing.
Has been posted in another thread but ill rewrite here the basics
Minimum requirements:
> 2 well set flanking groups (FS)
> 2 steady and disciplined main groups (MA)
> an unlimited number of people with no particular requirement
> more than welcome: 1 stealth group (SS)
Basic rules
> Only GLs can talk in BG
> The raid leader is in the main army groups
> The MA moves at walk speed so anyone can join the MA
Objectives:
Holding a position untill charge is ordered is a key factor. This will be the main scope and target of the first exercitation (if we actually decide to start this idea). People tend to be greedy and charge/ split for easy rps. This means to be usually defeated by the first enemy counterwave.
This is why you need a few key teams to hold steady and be the point of reference for the whole army. People have to understand they are free to spread and chease... but the key groups will not move from thier position. Is is not a big problem if the mass tends to have some movement and some kind of disorder. This was true in real battles too. But if you have 2 Flanking groups you can 100% trust on and 2-3 Main Army groups that are ordered and disciplined you will be able to drive the strategy consistently and to hold the main part of the people.
.... who disbands is cannon fodder. But this doesn't harm the main army. At the contrary they are bait for the enemy gredyness and our counterattack.
I believe there are probably more chances of success if the key groups in the Main Army are guild groups. Guild groups are usually more disciplined. A steady front with 3-4 guild groups moving in line at walk speed can hold position and lead an unlimited number of people.
Scenario
The first scenario will be Emain
The scope will be experiment some very basic tactics: typically holding a position (a main gate, a valley, a keep) in coordination with flanking squads and stealth squads.
If the enemy holds Crim or DC we can try some coordinated keep take. With "traps" and ambushes for the rushing enemy.
The rally point will be DL so we can train some basic in march and ordered movement in the way to Emain (MA on walk march in the valleys, FSs moving with speed flanking, opening formation, backstabbing)
Orders
The orders will be very simple and clean.
There are known zones of reference (Crim Valley, XDC, DC , Crim, AMG, MMG, APK, MPK, Tower) and the main army will be able to slowly move and "hold position" only there.
There are positional "hidden" spots for flanking squads to hide in until charge is ordered (behind main gates (left and right), the lake etc).
There will be "movement" orders, "set up and hold" orders and "charge and regather" orders.Nothing more.
Enemy
There is no fun in zerging against one full group of enemies. So we will post the date of the attempt. Enemys can plan a countaction and assemble an army to face us if they want (I dont think Albs will have any problem ).
I dont expect to have success at the first attempt against the Albion Army.... but the point is learing from errors.
Patience and discipline
Patience will be a requirement for the first attempt. The first time 30-60 mins will be required to set up groups and dispatching positions.
As a side note: join the BG/event only if you plan to follow instruction for a couple hours
Set up trumpets and drums,
sharpen blades
.... see you on monday
We will experiment some basic as: marching, flanking, ambushing.
Has been posted in another thread but ill rewrite here the basics
Minimum requirements:
> 2 well set flanking groups (FS)
> 2 steady and disciplined main groups (MA)
> an unlimited number of people with no particular requirement
> more than welcome: 1 stealth group (SS)
Basic rules
> Only GLs can talk in BG
> The raid leader is in the main army groups
> The MA moves at walk speed so anyone can join the MA
Objectives:
Holding a position untill charge is ordered is a key factor. This will be the main scope and target of the first exercitation (if we actually decide to start this idea). People tend to be greedy and charge/ split for easy rps. This means to be usually defeated by the first enemy counterwave.
This is why you need a few key teams to hold steady and be the point of reference for the whole army. People have to understand they are free to spread and chease... but the key groups will not move from thier position. Is is not a big problem if the mass tends to have some movement and some kind of disorder. This was true in real battles too. But if you have 2 Flanking groups you can 100% trust on and 2-3 Main Army groups that are ordered and disciplined you will be able to drive the strategy consistently and to hold the main part of the people.
.... who disbands is cannon fodder. But this doesn't harm the main army. At the contrary they are bait for the enemy gredyness and our counterattack.
I believe there are probably more chances of success if the key groups in the Main Army are guild groups. Guild groups are usually more disciplined. A steady front with 3-4 guild groups moving in line at walk speed can hold position and lead an unlimited number of people.
Scenario
The first scenario will be Emain
The scope will be experiment some very basic tactics: typically holding a position (a main gate, a valley, a keep) in coordination with flanking squads and stealth squads.
If the enemy holds Crim or DC we can try some coordinated keep take. With "traps" and ambushes for the rushing enemy.
The rally point will be DL so we can train some basic in march and ordered movement in the way to Emain (MA on walk march in the valleys, FSs moving with speed flanking, opening formation, backstabbing)
Orders
The orders will be very simple and clean.
There are known zones of reference (Crim Valley, XDC, DC , Crim, AMG, MMG, APK, MPK, Tower) and the main army will be able to slowly move and "hold position" only there.
There are positional "hidden" spots for flanking squads to hide in until charge is ordered (behind main gates (left and right), the lake etc).
There will be "movement" orders, "set up and hold" orders and "charge and regather" orders.Nothing more.
Enemy
There is no fun in zerging against one full group of enemies. So we will post the date of the attempt. Enemys can plan a countaction and assemble an army to face us if they want (I dont think Albs will have any problem ).
I dont expect to have success at the first attempt against the Albion Army.... but the point is learing from errors.
Patience and discipline
Patience will be a requirement for the first attempt. The first time 30-60 mins will be required to set up groups and dispatching positions.
As a side note: join the BG/event only if you plan to follow instruction for a couple hours
Set up trumpets and drums,
sharpen blades
.... see you on monday