Mass Combat: Militray Tactics Old and New!

One point for tactics in D&D is that a country with a all encompassing state religion, where the military and the goverment and the priesthood are on and the same thing will have a very tough army indeed.

On a battlefield Clerics are very handy indeed. First, with the war domain they are just a dangerous as a equivlent fighter.

Equip them with a towershield and a one handed weapon they have protective cover to help save them from magic (Total cover = no damage)

The units can also feed themselves without anyway supply chain (Create Food + Drink) even in the most blasted wastelands.

Finally the unit is entirely comparised or people who are quite capable of healing themselves and there commrades. In a formation the entire second rank could ready cure light wounds, so if the guy infront of them gets hit, they heal him before he goes down. Even if the unit does take a nasty hit they rapidly heal up.

Finally the area of effect protective magics, just a bless would give the unit a powerful fighting advantage. One higher level cleric in the formation could put the entire unit back on it's feat with a healing circle!

A unit of clerics with towershields and any one handed weapon would be a impressive formation on the battlefield, and if the enitre army could be comprised of such, they would be easily capable of smashing a unit of fighters with comparable equipment and training.
 

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Greetings!

The Wars of America, by Robert Leckie; Copyright 1992, by Robert Leckie. New and updated edition published by Castle Books, 1998. 1281 pages. Hardcover.

This excellent book by Robert Leckie covers the following:

Part I: The Colonial Wars
Part II: The War of the Revolution
Part III: The War of 1812
Part IV: The War with Mexico
Part V: The Civil War
Part VI: Indian Wars, the Spanish-American War and the Phillipine Insurrection
Part VII: World War I
Part VIII: World War II
Part IX: The Korean War
Part X: World-wide Upheaval and the War in Vietnam
Part XI: 1981-1991: America Recoiling, Resurgent

Robert Leckie is a Marine veteran of World War II, and a fine scholar. He has written over thirty books. He writes very much for the layman, and is quite accessible for younger readers. I read one of his books on the Carrier War in The Pacific when I was in gradeschool. His writing style is simple, direct, and smooth, without being overly complex, or jargon-laden. He has a great gift in this, in that his writing is elegantly simple, and yet remains quite useful for the scholar. I personally think that if you can write a book that an average teenager, housewife, or warehouseman can read, and a scholar or professor can read, and both can find great joy and value in reading, then that is a masterful accomplishment of writing. Such is the writing of Mr. Robert Leckie. I highly recommend any of his books, but this book in particular.

The Wars of America provides an excellent one-volume work that covers every war that America has been involved in. In addition to learning about the particular battles that occured in the different wars, the reader also learns about the tactics and strategy involved, and the personalities and abilities of the commanders. In addition, Robert Leckie provides vivid accounts of the common soldier in battle, and an evocative picture of what kinds of struggles soldiers face in war. An altogether excellent book!

Semper Fidelis,

SHARK
 

i also recommend reading about other lands wars. Pickup something about african tribes and how they fought the british for so long. Guerilla tactics still used today from the indians ambushing the american settlers. See it from the eyes of those that fought against the US or europeaners to get a better feel for worldly tactics...


anything with Patton, Rommel, or Eisenhower is a good read..




ps ignore any books by british general montegomery he was an awful leader and better left unused, that is unless you like seeing how to kill lots and lots of troops and squander valuable oppertunities and see how a losing general fought. Perhaps a lesson in humility?


now back to how to open up holes in the enemies defenses!
 
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His writing style is simple, direct, and smooth, without being overly complex, or jargon-laden. He has a great gift in this, in that his writing is elegantly simple, and yet remains quite useful for the scholar. I personally think that if you can write a book that an average teenager, housewife, or warehouseman can read, and a scholar or professor can read, and both can find great joy and value in reading, then that is a masterful accomplishment of writing. Such is the writing of Mr. Robert Leckie. I highly recommend any of his books, but this book in particular.
High praise! He sounds like exactly the kind of writer I like -- and after perusing the preview on Amazon (where, oddly, his book isn't available), I'm even more convinced.

Your 3rd-level spell slot was well spent, SHARK; your Suggestion worked. One more book for the to-read pile...
 

Re: Re: Primer on Strategy and Tactics

still best is sun tzu's Art of War.
I've enjoyed Sun Tzu's Art of War too, but I have to repeat my complaint that it's not necessarily a great down-to-earth resource. Or rather, sometimes it's extremely concrete, and thus out-dated -- "Camp in high places, facing the sun" -- while other times it's extremely abstract and metaphorical, and thus hard to put into practice:

I. LAYING PLANS

1. Sun Tzu said: The art of war is of vital importance
to the State.

2. It is a matter of life and death, a road either
to safety or to ruin. Hence it is a subject of inquiry
which can on no account be neglected.

3. The art of war, then, is governed by five constant
factors, to be taken into account in one's deliberations,
when seeking to determine the conditions obtaining in the field.

4. These are: (1) The Moral Law; (2) Heaven; (3) Earth;
(4) The Commander; (5) Method and discipline.

5,6. The Moral Law causes the people to be in complete
accord with their ruler, so that they will follow him
regardless of their lives, undismayed by any danger.

7. Heaven signifies night and day, cold and heat,
times and seasons.

8. Earth comprises distances, great and small;
danger and security; open ground and narrow passes;
the chances of life and death.

9. The Commander stands for the virtues of wisdom,
sincerely, benevolence, courage and strictness.

10. By method and discipline are to be understood
the marshaling of the army in its proper subdivisions,
the graduations of rank among the officers, the maintenance
of roads by which supplies may reach the army, and the
control of military expenditure.

11. These five heads should be familiar to every general:
he who knows them will be victorious; he who knows them
not will fail.

12. Therefore, in your deliberations, when seeking
to determine the military conditions, let them be made
the basis of a comparison, in this wise:--

13. (1) Which of the two sovereigns is imbued
with the Moral law?
(2) Which of the two generals has most ability?
(3) With whom lie the advantages derived from Heaven
and Earth?
(4) On which side is discipline most rigorously enforced?
(5) Which army is stronger?
(6) On which side are officers and men more highly trained?
(7) In which army is there the greater constancy
both in reward and punishment?
...
 
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Strategy & Tactics

To be honest, strategy and tactics in the real world means one thing. In a game sense, it means something entirely different. I've read lots of books talking about real-world tactics and strategies, but all of them are deeply rooted in the technology, concepts and theories of the day. Not that these are worthless - the exact opposite. But one alone won't tell you how to win a war (or wargame). After reading a bunch of them though, you'll start to see the themes.

This may not sound like a good analogy, but consider card games.

If you've played hearts, spades and bridge you'll get this right away. If you haven't, trust me.

Hearts is a simple game. You deal out all the cards. Then you go around playing cards one at a time in "tricks". The point is to either (1) receive no hearts (2) take all the hearts or (3) prevent someone else from taking all the hearts. Fairly basic, but the key is that there are not many strategic points to remember. You don't have to count cards, but eventually you start to see the game as a whole. There comes a time where you can take just about any hand and try any of the 3 strategies and be somewhat successful - you can see how it will play out.

Spades is similar in alot of ways, but the point breakdowns are more complex as are the rules of play. In addition, there is a "trump" suit that changes the mix. You can't just know what high cards are out in each suit, you have to also keep track of all spades and how many of each suit each player has (because someone may be holding a bunch of spades and no clubs, etc.). Again, play long enough and it becomes second nature.

The point is, you understand the rules and variables after a few games but it takes a while before you can start predicting how the entire hand will go. Experienced players in spades can often do just the first few tricks and then tell you almost exactly how the hand will finish.

Bridge is sort-of the next level up. Instead of playing to take as many tricks as you can (like in spades) you are bidding on exactly how many you can take, as well as what you want the trump suit to be, etc. The game at that point for the good players becomes the initial bidding part. The actual laying out of cards is almost a formality in alot of instances - you know how things will be played (or should be played).

Again, you understand the rules and parameters involved. The machinations become almost mundane. The discovery process of the opponents strengths and weaknesses (as well as your partner's strengths and weaknesses) is where the true game is and where it is won or lost.

I find the same theory holds true for me in wargames. The first game in a system (or returning to an old system) and I'm rusty as heck. It could be Warhammer, CarWars, Battletech, Bloodbowl, whatever. None of the real world advice on how to win a war is practical at that point in time because, usually, the forces are balanced. I can't go off and poison someone's water supply, give them all the plague or spread rumors about them and have any impact on the wargame at hand. Instead, it becomes a matter of knowing enough about the system, seeing how things play out and judging the overall strengths and weaknesses units / models in play. You form a basic plan and then have to continually think ahead and revise based on changes on the battlefield. Still, you're working with a limited set of variables (even though it might be large) so you may find yourself thinking just about the "big ones" (like tracking face cards and aces in any card game). You don't have to count or keep notes, but you should after a while get good at keeping track of the threat(s) each enemy presents and their relative ability to exploit your weaknesses and target your units versus your ability to exploit and target theirs.

At least, that's how I do it. Those of us in my gaming group that tend to win alot of the wargames/strategy games do the same things. We're not all history majors, or are we military buffs in general (although parts of us are for sure). The key is learning the system in which you work and being able to rapidly sort (and re-sort) strengths and weaknesses while you play.

In a fantasy setting as well, planning a war really comes down to a few different levels. First, what can you do within the environment to destory your opponent without a war? (Insert Sun Tzu or other folks here, making sure to take into account the affects of magic, etc.). Chances are most games/DMs don't keep track of the minutia of factors that go into real life - sanitation, economy, food supplies, morale of the city, social class anxiety, etc. Second, once the war starts, what can you do to destroy your enemy without fighting him? Delaying, attrition, spreading dissent, treachery, etc. Third, once you do have to fight him, you don't want to be weaker. If you each have the same magic/tech levels you want to be in a stronger position, more fortified and have more and stronger people. Really, you want this. Finally, once the battle does happen this is when you have to be able to put your strengths vs their weaknesses, protect your own and exploit any breaks you can see dynamically.

On a lighter note, I'm doing a second pass of my mass combat stuff w/ the Natural 20 press folks. It's a miniatures-battle extension of D20, no pretenses about "running kingdoms" or "deciding who wins wars considering factors like supply, attrition, etc."
 

Greetings!

Excellent CRG! Very well put! I would add that an excellent game to learn strategy is "The Game of Kings"--Chess.:)

Chess teaches you to analyse your own strengths and weaknesses, as well as the enemy's. To learn how to play Chess is rather simple. To learn how to play well, is significantly more complex, and can change dramatically based on your individual opponent. To succeed in Chess, besides these issues, it requires an individual to be able to "see" several moves ahead. This includes seeing your own moves, and that of the enemy's. The more moves that you can visualise ahead, as you make each move, and respond to the opponent's, the stronger player you will be, and more likely to win. Strategy requires that you be able to see the "Big Picture" and see how all of the little details come together to form a whole plan, or winning strategy. In Chess, there is also the psychological warfare element, that of learning about your opponent, and the added dimension of the facial gesture, the whispered comment, the deceptive whispered comment, the tapping of the fingers, clenched hands, and so on. You would be surprised at how many of these psychological devices, as well as spoken commentary, can assist your efforts in a Chess game!:)

Semper Fidelis,

SHARK
 

One more thing.

Those points about trying to get someone else to do the fighting, or using delaying / attrition on your foes. THOSE are where the real value of Sun Tzu, Machiavelli, etc. come into play. Read as much or as many of them as you can and you see those themes come into play.

I also recommend Schwartzkopf...there's a reason he teaches at West Point. I also have a very cool Colin Powel PowerPoint presentation on leadership - not so much about war / strategy but leadership. Find things like that and read them.

For a different take, read the Dahli Lama's books / essays / speeches on the Tibetan situation - and read them all in chronological order. Read Ghandi as well. These are two people who seek / sought to bring about revolution and change without violence. Some may say it is off-topic, but really I think most "strategists" have the opinion that unless you can be assured of victory, its best not to fight and instead defeat your enemy through subversion (or getting someone else to do the fighting).
 

thanks SHARK

Thanks for the kind words SHARK. I considered using the chess analogy but (gasp) I don't enjoy chess. The reason why is that I'm more of a fuzzy-logic kind of brain. Chess pieces all have set, finite and mapable moves. I'm not that precise. I see trends, possibilities and probabilities better. Still, love the theories behind it. I'm not sure what my right-brain/left-brain mix is (beyond being basically screwy), but for some reason I'm much more comfortable in judging unknowns and probabilities than most. I actually have a harder time knowing what will happen in chess than most other board/war/strategy games that deal with probabilities instead of absolutes.

On a side topic, this is why addressed your "How do you defend a mountain fortress" thread the way I did. The first way I'd defend the dang place is make sure I never got attacked. Then, I'd identify my enemies and destroy them using treachery, sabotauge or other non-direct means. Once they attacked, I'd have to match strengths vs weaknesses, etc. and I don't know enough about the 'Vallorean' legions to know what to do. :D
 

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