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<blockquote data-quote="JackGiantkiller" data-source="post: 2321566" data-attributes="member: 5080"><p>Assuming the baseline assumptions as regards the rarity of magic and monsters?</p><p></p><p></p><p>The basic unit of organization is the fire team, or Lance. Humorously, it has four members. They correspond, roughly, to the typical adventuring party: </p><p>Heavy Weapons (Mage)</p><p>Medic/Morale (Cleric or paladin)</p><p>Sniper/scout (Ranger or rogue)</p><p>Melee specialist (Fighter or paladin, leaning toward fighter by preference)</p><p></p><p>The higher level the better. Quality over numbers, because, face it, in D&D, the Adventuring party can kill any number of goblins or warrior1's. I'd prefer to start with fifth level characters, even if it meant I could have 1/100th the total army. (Draft the adventurers...)</p><p></p><p>Organization changes somewhat as the numbers increase.</p><p></p><p>A Squad is 2 fire teams, with two additional fighters, hopefully higher level.(Say 6th) (10 members)</p><p></p><p>A platoon is 4 squads (40 members) plus specialists: A bard, a few experts, and a command lance (as above, but higher level, around 7th or 8th)</p><p></p><p></p><p></p><p>At about the company level you'd get dragon support , etc.</p><p></p><p>See..on the D&D battlefield, you get so much variety that flexibility and power is the key, not specific tactics...a massed charge of heavy cavalry goes poof in a single fireball...and that is pretty much why we don't use them in the modern world as well. (Artillery...)</p><p></p><p>Flexible, detached units with their own cohesion, capable of being sent on independant missions far from the main force, capable of fighting beside their companions...but in no way dependant on formation fighting or the like, since such things get you all killed when the dragon pulls a flyby. (Substitute a Hawker Harrier with miniguns, and you get the idea pretty well.)</p><p></p><p>Each and every combatant would be supplied with both ranged and melee weaponry, again, for maximum role flexibility.</p></blockquote><p></p>
[QUOTE="JackGiantkiller, post: 2321566, member: 5080"] Assuming the baseline assumptions as regards the rarity of magic and monsters? The basic unit of organization is the fire team, or Lance. Humorously, it has four members. They correspond, roughly, to the typical adventuring party: Heavy Weapons (Mage) Medic/Morale (Cleric or paladin) Sniper/scout (Ranger or rogue) Melee specialist (Fighter or paladin, leaning toward fighter by preference) The higher level the better. Quality over numbers, because, face it, in D&D, the Adventuring party can kill any number of goblins or warrior1's. I'd prefer to start with fifth level characters, even if it meant I could have 1/100th the total army. (Draft the adventurers...) Organization changes somewhat as the numbers increase. A Squad is 2 fire teams, with two additional fighters, hopefully higher level.(Say 6th) (10 members) A platoon is 4 squads (40 members) plus specialists: A bard, a few experts, and a command lance (as above, but higher level, around 7th or 8th) At about the company level you'd get dragon support , etc. See..on the D&D battlefield, you get so much variety that flexibility and power is the key, not specific tactics...a massed charge of heavy cavalry goes poof in a single fireball...and that is pretty much why we don't use them in the modern world as well. (Artillery...) Flexible, detached units with their own cohesion, capable of being sent on independant missions far from the main force, capable of fighting beside their companions...but in no way dependant on formation fighting or the like, since such things get you all killed when the dragon pulls a flyby. (Substitute a Hawker Harrier with miniguns, and you get the idea pretty well.) Each and every combatant would be supplied with both ranged and melee weaponry, again, for maximum role flexibility. [/QUOTE]
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