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Worlds of Design: Battle Maneuvers
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<blockquote data-quote="kigmatzomat" data-source="post: 9668097" data-attributes="member: 9254"><p>I think this neglects the fundamental maneuvers that are rolled into mass combat and are considered to obvious as to not need mentioning, except they do.</p><p></p><p></p><p>First up is distance. Ttrpgs seem to believe that most enemies encounter each other at like 75ft. The number of adventures where the set up is "arrows rain down on the party. Those with keen eyes can tell the arrows came from at least 100ft away..." is abysmally low.</p><p></p><p>Outside dense forests & jungles (neither of which are fun for armies or most bandits), awareness of enemies often happened at distances well outside bow-shot. Even massive forests usually have swaths of meadows and lightning-based fires regularly carve out many square miles of low-cover areas, which would be where ambushers would set up.</p><p></p><p>Anything road-like usually provides one or more miles of visibility along the path of travel and has large cleared areas on each sides. Trade routes rarely had much cover close to the road for the simple fact the travelers would use the trees for firewood and when they camped they would tromp down the brush. Quaint tree-lined country lanes only exist when no one camps on them, meaning in the middle of civilization, or at least surrounded by farms. The open farmland would prevent many large forces hiding in those few quaint trees.</p><p></p><p>Which leads to a discussion of ranged weapons. Most RPG encounters are woefully low on ranged attacks. The number of encounters where the npcs don't even have ranged weapons is stupidly high. </p><p></p><p>Ranged weapons should be used:</p><p>* as part of an advance. Many armies equipped the troops towards the front with javelins/darts/slings/etc to be used while closing for battle. It didn't have a lot of effect on well-equipped & well-trained phalanx-types who could "turtle up" but it could soften up other forces and allow the front line officers to make last-second adjustments to tactics based on the perceived effect.</p><p></p><p>* as an attempt to goad enemies to break formation. Think #5 but they never truly engage, always staying 100-200ft away shooting arrows. There's only so long a group of soldiers will tolerate steady arrow fire before they either flee or attack. The goal can be to shift the unit under fire or cause the opponent to deploy their reserve. </p><p></p><p></p><p>Both of these apply to rpg skirmishes as well. </p><ul> <li data-xf-list-type="ul">Hobgoblin raiders advancing on PCs should throw javelins at 100ft, switch to darts at close range before switching to melee weapons.</li> <li data-xf-list-type="ul">Goblins ambushrs should use shortbows at 200ft or slings from 100ft out. Surprise + 2-4 rounds of softening fire (more if they fire while retreating) can kill mounts and/or PCs who don't have ranged attacks and is likely to break up parties.</li> </ul></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9668097, member: 9254"] I think this neglects the fundamental maneuvers that are rolled into mass combat and are considered to obvious as to not need mentioning, except they do. First up is distance. Ttrpgs seem to believe that most enemies encounter each other at like 75ft. The number of adventures where the set up is "arrows rain down on the party. Those with keen eyes can tell the arrows came from at least 100ft away..." is abysmally low. Outside dense forests & jungles (neither of which are fun for armies or most bandits), awareness of enemies often happened at distances well outside bow-shot. Even massive forests usually have swaths of meadows and lightning-based fires regularly carve out many square miles of low-cover areas, which would be where ambushers would set up. Anything road-like usually provides one or more miles of visibility along the path of travel and has large cleared areas on each sides. Trade routes rarely had much cover close to the road for the simple fact the travelers would use the trees for firewood and when they camped they would tromp down the brush. Quaint tree-lined country lanes only exist when no one camps on them, meaning in the middle of civilization, or at least surrounded by farms. The open farmland would prevent many large forces hiding in those few quaint trees. Which leads to a discussion of ranged weapons. Most RPG encounters are woefully low on ranged attacks. The number of encounters where the npcs don't even have ranged weapons is stupidly high. Ranged weapons should be used: * as part of an advance. Many armies equipped the troops towards the front with javelins/darts/slings/etc to be used while closing for battle. It didn't have a lot of effect on well-equipped & well-trained phalanx-types who could "turtle up" but it could soften up other forces and allow the front line officers to make last-second adjustments to tactics based on the perceived effect. * as an attempt to goad enemies to break formation. Think #5 but they never truly engage, always staying 100-200ft away shooting arrows. There's only so long a group of soldiers will tolerate steady arrow fire before they either flee or attack. The goal can be to shift the unit under fire or cause the opponent to deploy their reserve. Both of these apply to rpg skirmishes as well. [LIST] [*]Hobgoblin raiders advancing on PCs should throw javelins at 100ft, switch to darts at close range before switching to melee weapons. [*]Goblins ambushrs should use shortbows at 200ft or slings from 100ft out. Surprise + 2-4 rounds of softening fire (more if they fire while retreating) can kill mounts and/or PCs who don't have ranged attacks and is likely to break up parties. [/LIST] [/QUOTE]
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