Beruflich Dokumente
Kultur Dokumente
== = INTRODUCTION = ==
Give a description of how the army works in its
currently used format, pointing out general
strengths, potential weaknesses, and how they
generally would win strategically. A few paragraphs
are usually all that is necessary. This can sometimes
be merged with History and Function.
If its felt necessary, usually for an alliance or
development, some brief history will give a
background understanding as to how the faction
came to be in its current order. It allows a strong
glance at the shortcomings and capabilities and how
they could psychologically view future opponents.
Its also useful to see how the different units or subfactions within the army view each other and work
together.
This will allow for a smooth transition into the
functionality of the army. This includes any
technology they might have developed, magical
abilities (and the extent of studies from discoveries
and usage). Anything in common use, abilities,
magical arts, weapons, or martial practices can be
laid out to provide a foundation for understanding
how they work with the units.
== = UNIT ENTRIES = ==
Each category of units is organized in relation to the
role they are applied on the battlefield. Trying to
force and cram certain units together based on an
opinionated outlook is a poor method of examining
different units. For example, an almost exclusively
mounted army could possibly use their abundance
of heavy cavalry extremely differently from an
army that counts such troops as precious
commodities of last resort. If the cavalry-based
army constantly sends their heavy cavalry into the
thick of the fighting, charging head-long and
leading the attack, why are you comparing them to
the rare and prized cavalry of the enemy that is held
back in reserve for smashing the enemy flank mid
or late battle?
= PRIMARY UNITS =
Simply put the units that are dedicated to doing the
largest amount of raw destruction. They usually
therefore carry the bulk of the army and what the
rest of the army aims to help support. While some
units might be individually capable of inflicting
more serious damage, they are not the most
available units thrust to take the brunt of the
punishment and give it back. Most essentially they
are the most important core units in the army.
Most often (BUT NOT ALWAYS) Primary Units are
the largest form of men, women or creatures that
answer the call to war, swelling the ranks and
prepared to march to war. They might not
necessarily be expendable, but are typically of a
less-precious commodity in the army and almost
always by no means rare. The rest of the army
revolves around their success or failure, directly
supporting them in some way, most secondary of
importance to the existence of the Primary Units. If
they cannot do the job, another unit with another
role will come to aid.
= LINE BREAKERS =
The line is buckling. The Primary Units are finding
difficulty pressing a needed attack or withholding
against the enemy on the defense. Line Breakers
step up to aid when the Primary Units are not
enough to cripple or destroy the foe, and so
something must break the enemy armys legs. They
are firm and can be called upon crush the enemy
head on, smashing and confusing them to create
gaps for the Primary Units to exploit. Some
common examples of Line Breakers are heavy
infantry, plugging gaps and taking over weakened
areas of the battlefield for the Primary Units,
forming up as close support. They can also
represent small war machines or groups of bulky,
bear-like monstrous infantry. The weakness of Line
Breakers is that if they lose too much momentum or
are outmaneuvered, they can find themselves picked
apart by the enemys own Primary Units ore
deadlocked into bloody battles with opposing Line
Breakers.
= RAPID RELIEF =
Units that perform a similar role to Line Breakers,
but are almost always a tactical reserve that
performs lighting hit-and-run attacks or can inflict
serious damage at a moments notice. Rapid Relief
troops are there to support the Primary Units and
other elements when the plans are fixing to crumble
or to rapidly assail the enemy and temporarily stop
them from pressing forcefully against their
comrades. When the enemy is going to break the
lines in a gap and exploit your formations, they can
be used to counter that tactic, driving them off and
keeping your formations firm. They allow your
army to regroup and continue to function normally
despite a changing battlefield (rather than
degenerate into chaos). They are also strongly
useful for covering a retreat or run down the enemy
when they flee.
Sometimes they ride as fast cavalry or are fast
beasts themselves. Sometimes they fly. Some
appear in the midst of the enemy via tunnels or are
conjured up on the battlefield (or act as the conduit
for such conjurations), attacking hard and suddenly.
Some Rapid Relief troops rarely movelongranged snipers or light war machines. These are
important in a tactical victory for the enemys
= SPECIALIST SUPPORT =
== LOADOUT ==
Offense: Any common weapons or magical attacks can simply be listed. If there is a large notable section of
offensive abilities or weapons, then capitalize OFFENSE, then bold each item.
Defenses: Name any defenses the unit might have, including armor, skin, or specific resistance to things like
magic or fire. If there is a large notable section of defenses, then capitalize DEFENSES then bold each item.
== ADDITIONAL LOADOUT ==
List any specific wargear pieces, magical attacks, or other unique abilities that pertain to this unit only (or a
small group of which this unit is part of). This can also include the occasional weapon team specialists that may
accompany the unit.
*MOBILITY
Mobility represents a combination of raw speed and maneuverability, as well as any distant limitations
therein specifically on the battlefield. The capability of moving around, through, or over obstacles also has a
hand in factoring in the trait. Why so combined? Arent you usually against that sort of thing? The picture and
unit description listed for the unit should already indicate the general movement characteristics; if it has wings it
probably flies, if its a monstrous dinosaur it probably cant turn on a dime but stampede pretty fast in a straight
line. This is just to help cut back on repeated mundane information. Any raw speed feats should still be listed.
Keep in mind, the ability to dodge weapon-fire or attacks (flash-step) is not the same as being able to cover
distance on battlefield.
Mobility 0 The unit in question cannot ever
move or takes many hours worth of preparation just
to set up. A few oversized war machines like the
Bretonnian trebuchets fit in this category.
Mobility 1-2 A ponderous unit that barely inches
forward or requires to be stationary in order to be
useful at all. It takes tremendous effort just to twist
and turn but is not wholly immobilized. Rough
terrain all but completely hinders them.
Mobility 3 Most Dwarves with their shortlegged status have a Mobility of 3. Anything slower
than a man but not necessarily impeded completely
by terrain.
Mobility 4 Simply put, mortal men on foot.
Anything that can match this amount of mobility
comparatively or keep up also goes here.
Mobility 5-6 Something that is faster-paced than
a man, very swift Elven races, some large animal
mounts, and anything that can fly but not terribly fast.
If they can run on all fours or have beastial legs
allowing them to run far faster than a man also can
fit.
Mobility 7 Most of your cavalry is going to be
here. Anything that can fly at a decent pace also goes
here. If it moves faster than a man but phases through
all solid objects could also be placed at a 7.
Mobility 8 Rapidly-flying steeds or something as
fast as a motorized bike cross-country.
Mobility 9 Near equal to a modern helicopter if
flying; if a ground unit can get this mobility rating, it
better have jet engines strapped on it and a bulldozer
blade or tusks capable of bashing aside nearly any
obstacle in its way, or be rendered almost immaterial
** TRAINING/EXPERIENCE
This trait represents the general level of skill
the unit has with the weapons they generally handle
and the cohesive ability to function together. Coming
against a variety of enemies increases the units
rating as does long-term fighting service.
Rating 0-1 Almost no formal training and
participated usually in less than 3-4 battles, if ever.
Skavenslaves are rated here.
Rating 2-3 Militiamen might be drilled and
practice with wooden staves or invisible targets, but
they arent very battle-tested. Mostly made up of lax
volunteers or groups of fighters that simply form an
angry mob. Could be experienced with brawls and
violence.
Rating 4 Battle-hardened warriors who have
plenty of fighting experience to be sufficient, having
taken part in over a dozen battles at least and are
hardened to bloodshed.
Rating 5-6 A campaign veteran who has tread a
few years worth of battles. What he used to lack in
training he makes up for in experience. Those who
might have only had a handful of battles but are so
resolute and well-trained they overmatch what men
can achieve in many lifetimes could also go here,
where training makes up for experience. Having seen
(though maybe not participating in) many wars can
also help earn a character or unit into this spot,
despite not having much, if any, battlefield
experience or formal training.
Rating 7 Any higher than a 6 should be a fulltime warrior or one who has seen many campaigns
and fought many enemies, perhaps over the length of
a decade. Those supremely long-lived warriors but
who fight in sporadic bursts (like a few battles or
campaign every several dozen years) can also earn
this spot.
Rating 8 Over a hundred years of experience
fighting many enemies or comparable, non-stop
training and experience. They have seen many die
and have had several near-death experiences. Their
unit can function so well they rarely need more than a
nod or a single note to move into action, and are
often trusted bodyguards or advisors.
== = LEADERSHIP = ==
An army cannot function without some form of direction or leadership. History has proven time and time again
that having crappy leadership results in failureguaranteed. This part is about who leads the faction to battle
and how. Below is a template for the individuals involved. It is best to try and figure out who would be the
overall best commander, if any exist at all. Try to limit this section to only the best in each particular field but it
can be as extensive as necessary.
== NAME OF LEADER ==
Command Designation: List the type of commander (see below)
*Mobility: 1 10
*Training/Experience: 1 - 10
*Max Range:
*Preferred Range:
* If applicable as a battlefield unit. If they are not known or do not partake in active battle, there is no
need to list any of these traits.
== BASIC DESCRIPTION ==
List any notable battlefield achievements (and failures), and the personality of the leader (good and bad where
applicable). If they appear on the battlefield as a capable fighting unit, list what they might be able to do in a
tactical sense.
== X-FACTORS ==
NOTE: These are roughly analogous to the TOM or
other individual tournament X-factors, though they
do relate to a faction or group (also an army) rather
than personal combat.
Adaptive Creativity/Resourcefulness: 50/100
The ability to shift to surprises and a changing
battlefield and fight outside of usual battle
doctrines.
[COMMAND DESIGNATION]
This is allows multiple individuals within a ranking
structure be recognized within the Leadership rather
than trying to pin and force everything under a
single leader type.
Chief Commander: A chief commander has
absolute control over his forces. He has the say-so
on all that there is, both tactical and strategic. It
creates a simple chain-of-command and maintains
one of the fastest methods of getting things done.
However, it puts a lot of stress and responsibility on
a single individual. General Grevious is a good
example.
Overlord: An overlord type of commander has
direct network control over the forces. The will of
the commander is enacted through the troops that
are all united in some form of psyche. Bug-related
armies like the Arachnids and Zerg. Most often,
troops can be directly controlled by the authority in
question through the powerful mind of the
commander.
Co-Commander: Short for co-operational
commander, this leader is part of a split command
structure in which multiple kinds of affair duties are
split between equal-powered individuals, such as a
religious commander, a political commander, and a
military commander. Or if specific regions or races
are recognized, they could have Northern/Southern
Commander or individuals who oversee a particular
faction or race. One of these high commanders may
have a say-so in nullifying or enacting actions over
the others, but all matters related to their particular
field are the responsibility of only one. There may
also be two commanders present with equal rank
that cooperate with each other in this category. The
Citadel Forces represent the best example.
Delegate: Not usually part of a very effective
command structure, this represents three or more
individuals in a community of shared, equal power
== =ARMY X-FACTORS = ==
These X-factors are for the overall height of morale from the beginning for the army and in general. This is in
relation to the full scale judged as best as possible, weighed some by the tactical levels. Sometimes different
units or heroes can shift and change morale where they are, but this is for the strategic tier, for the whole of the
faction.
While we could use a 0-10 scale, the 0-100 gives a greater feel for grasping the scale without feeling like were
crunching the numbers. While 7.5 would be 75 out of 100, to us our brains register 7.5 and 4 as fairly close. But
when you take it up to an extra zero, 75 to 40 is quite a big gap for us to grasp. After each dash, use a short
explanation or longer one if you think its necessary, briefly describing why the army makes marks in that range
of category.
MORALE: 50/100 This represents the full
strength of mind as it applies to the whole faction.
Tactical applications on a battle-by-battle account
can come into strong play as each loss will
undoubtedly (usually) interfere with the height of
morale. But this overall X-factor is designed to
represent the whole faction as it applies when it
enters the battlefield.
o With a 0-10 of Morale, the faction is willing to
give up and surrender at the slightest
provoking threat. There is no more stomach to
fight. If reduced to 0 for any major reason,
near permanently, the faction would probably
be declared the losers of the conquest.
o On a 20-40 scale, the morale is extremely low.
There is little hope to start with, and anyone
who looks forward to total victory is a fanatical
nutcase. But there is some hope and each
victory would serve as a severe boost in future
morale, if it can be raised. The sight of an
overwhelming force on the horizon, they might
give it one shot but after that they will pack up
and retreat in full. They are willing to try and
duke it out with an equalizing force for a
limited length of time.
o At a medium of 50, the force is not super-high
in overall morale, but they are not waning.
Thoughts of complete rerouting is only
considered a last resort when things are
obviously getting pretty desperate. The faction
will stand and it will fight for one reason or
another. Hard losses will hurt the morale, but
not to the point of complete hopelessness while
strong victories might give the green light to
keep pushing.
== ADDITIONAL FACTORS ==
This section can go at the forefront of the profile inserted into the Introduction description, or be listed here.
Other additional factors or interesting, strange ideas such as a specific or unique universal technology could also
be listed here for ease of reference.
SWARMS: ~120k /month, 130k total (240%
REASON FOR BATTLE: List the reasons for
increase)
which the faction fights.
REINFORCEMENT RATE: The battles here
between armies already have a large portion of the
logistical nightmare for a long-winded campaign
figured out and they are going straight into battle.
This means were representing a single regional
campaign that ideally in the pre-vehicular world
could take a few months.
This rating that determines the number of
reinforcements to be available and coming at each
interval, and possibly the frequency therein. This is
increased if many, several, or all of the forces can
be remade or grown on site. At the end of a battle
round, the armies will revert back to their original
starting numbers but will keep any gains they might
have acquired. For example, an undead faction that
raises new bodies from the dead to their use could
use much of them depending on the tilt of their
gains.
Except for some exceptions, after a year (12
months) the army in question should have every
single conscript and weapon in use. These general
numbers is for multiplying the current 50k numbers
as is and (barring very rare or special units/heroes)
adding onto them.
LACKING: <2k /month; <52.5k total; (5%
increase)
VERY LOW: ~5k /month, 55k total (10% increase)
LOW: ~10k /month, 60k total (20% increase)
MODERATE: ~25k /month, 75k total (50%
increase)
HIGH: ~50k /month, 100k total (100% increase)
VERY HIGH: ~100k /month, ~130k total (160%
increase)