Introduction
One of the most realistic aspects of Lords of the Earth is that, despite
the fact that it is largely a war game, war is made to be hell. Armies evaporate,
your best generals die only to be replaced by idiots, economies go bankrupt,
cities burn, allies and populations get restless and revolt, assassins show
up and start murdering the royal family
in many cases, even a successful
war will result in a nation being weaker for a while due to its costs. Peace
is almost always more prosperous, and a good deal more easy to manage. Thus,
war should not be entered into lightly. Empires that avoid needless and
petty wars will end up stronger than those who waste their resources and
neglect their economic development. On the other hand, war is eventually
the only means for a nation to expand, and thus it will occur. When it does,
the most prudent overall objective is usually to stop it as soon as possible,
minimizing its costs. More often than not, however, your enemy will not
want to agree to peace on your desired terms, thus compelling you to force
him or her to be more reasonable about things. These rules represent the
assembled experience and observations made over many years of Lords warfare.
Some stratagems come from Danish history (both at the giving and receiving
end), while others are from the wider Lords 1 realm.
General Rules
While all wars are different, there are several rules that should always
be kept in mind regardless of the circumstances - they apply whether one
is attacking, defending, or duking it out on relatively even terms.
1. Always include at least one shot aimed for the jugular
This is, in my opinion, the best piece of advice contained herein. The
crux of it is that, when fighting a war, each set of orders you submit should
have at least one action which, if successful, will cripple your opponent.
Possibilities include decimating your enemy's biggest army, burning his
or her capital and destroying their government, causing a dynastic failure,
and cutting off vital supply lines or trading routes. This is by no means
the full range of options - it could even be more effective to think of
something a bit off the beaten track, as that would make it harder to defend
against.
This is often easier said than done, but if you put your mind to it some
opportunity should present itself. If it is simply impossible given present
circumstances, try to set up something potentially devastating for the next
turn. Your attempt doesn't even have to be particularly likely to succeed,
and in most wars it may well not be. However, this does not necessarily
negate its effectiveness.
There are many reasons why this principle is important.
First, if you don't try to knock off your opponent, chances are you'll
still be fighting next turn regardless of how good your dice rolls are.
The longer a war continues, the more debilitating it becomes; more importantly,
it becomes increasingly unpredictable as well. The longer into the future
your best-laid plans extend, the more likely it is that reality will come
a-knocking in the form of unexpected misfortune.
Second, by doing this you put your opponent that much more on the defensive,
which is a psychological advantage not to be underestimated. The more your
adversary worries about where you'll be striking next, the more likely it
is that he will start seeing ghosts and defending against nonexistent threats,
and the less he will enjoy the war. This can in turn lead to bad moves or
suing for peace.
Third, if you do score a knockout blow, it will probably make an impression
on your neighbors and any potential enemies, leaving them with the idea
that yours may not be the next empire they want to mess with.
Fourth, there are style points to be gained. A quick and dramatic kill
makes for good Newsfax copy, which makes any GM happy. Likewise, since keeping
track of myriad armies moving hither and yon and making the appropriate
die rolls is hard work for your underpaid GM, a quick end to a war is not
necessarily an unwelcome thing
1a. Always cover your vital points
This is just the corollary to rule 1: don't let them do it to you!
The main idea is to identify what your vital points are, as they will change
from nation to nation, and defend them as efficiently as possible. This
also means not defending those things that you can afford to temporarily
lose, so you can concentrate your forces on attack or necessary defense.
2. Only fight battles you can win
Of course, nobody intentionally sends their forces into a hopeless situation,
but the annals of Lords history are littered with the bodies of hapless
soldiers whose unwise overlords sent them into battles in which they were
totally outmatched. Take the time and effort to gauge your opponent's strength
and act accordingly, and don't rush into anything blindly. A "Reveal
Secret" op spent on finding out how big an opponent's army is and where
it's headed is almost always a much better idea than, say, a "Battle
Assistance" op. The former may help you avert disaster; the latter
may give you a small plus on your die roll after disaster is already upon
you. If you find you can't win, avoid battle - pull up your stakes and run
to fight another day, on what may be better terms.
Some people use a variant of this rule that goes "only fight battles
you are sure you will win" (a.k.a. the Pollard rule). While this may
lead to a larger proportion of victories, it is a bit too stifling. Doing
nothing but rabbit-bashing must get boring after a while. And, the best
opportunities set before you by fate and circumstance do not tend to be
conveniently risk-free; those who wait for a "better situation"
tend to find that it does not come.
3. Keep in mind that your opponent is a person, not an empire
The most powerful empire in the world cannot hurt you if the player
behind it does not have the will to do so. Try to make the war costly not
only to the empire you are fighting, but to the individual as well. More
often than not LOTE wars are stopped not by the military circumstances,
but by a change of mood of one of the combatants, whether it is caused by
exhaustion, a loss of heart, other-life responsibilities, obtaining inner
peace, or whatever else.
While I would advise you strongly to avoid tampering with your opponent's
outside life, you can impact their morale for continuing the fight. One
of the best ways to do this is to fatigue your opponent. Although the sheer
length of a war can have this effect, in the shorter term you can go about
it by fighting energetically and on many fronts: militarily, politically,
economically, religiously, covertly, etc. The more time your opponent spends
figuring out how to deal with you, the better.
A more Machiavellian soul might also try to destroy an enemy's favorite
cities, or universities, or pet projects that have been years in the making,
ruining many years and dollars' worth of care and effort. This can certainly
take the fun out of your adversary's game, but care is necessary, lest you
enrage your opponent into caring for nothing so much as your demise. That
being said, however, a yet more Machiavellian soul might take this into
account, intending to goad an opponent into precipitous action and an uncharacteristic
lack of caution
Rules for Offense
When you are on the offensive, your goal is typically to either demolish
your opponent or to take something from him or her in such a way that it
cannot be taken back. I assume that since you are on the attack, you have
some superiority over your opponent, whether it be in numbers or intel or
army quality or even simply surprise. Whatever your advantage is, it should
be your utmost goal to strike while the iron is hot and conclude the war
as quickly as possible, before your advantage evaporates or your opponent
is able to strike in an arena where he or she may enjoy the upper hand.
1. Aim for armies or vital strategic points, not land
Some players pursue wars by trying to take most or all of their opponent's
provinces. While this has the admirable trait of sapping the enemy's strength
and ability to continue to fight while having the pleasing side effect of
allowing one to color in more regions on one's map, it is often a mistake
for a number of reasons. First, it fails to take into account what the opponent
really is - not a piece of real estate, but a bunch of leaders and armies
who want to kill you. These represent your enemy's main ability to inflict
damage on you, and while they stick around you are always in danger. Second,
it makes you spread your army thin with garrisons, which could in turn be
easy pickings if an enemy army should come along while your main force is
engaged elsewhere. Third, land really doesn't help you much in the short
term. It usually provides only limited money, and no NFP.
2. Figure out what you're fighting for, and how you're going to end
the war
In the view of some historians, it was a violation of this rule that
led to the defeat of the United States in Vietnam. You must have a clear
goal when fighting a war, and a plan that will enable you to obtain that
goal. This is important because your plan is what will coordinate your forces
and ultimately give your attack its real power. Success is not necessarily
achieved by defeating enemy armies and capturing land and cities, but instead
by selecting and obtaining worthwhile objectives. As was learned in Vietnam,
you can win every battle and lose the war (When reminded by an American
colonel that the United States had won every major engagement, his Vietnamese
counterpart replied "That is true. It is also irrelevant."). While
at this stage you may not have to worry about protesters and anti-war sentiment
at home, there are plenty of other things that can go wrong in a war that
does not end because you do not know how to conclude it.
Rules for Defense
When you are on the defensive, your main objective is usually not to
destroy your opponent, but to just make him or her leave you alone (and
hopefully give you your stuff back). Insofar as this is the case, the defending
position is often more flexible than the attacking one. The defender mainly
cares about survival and fights close to home, while the attacker needs
to project is strength to foreign soil and maintain communications, supply
lines, etc., all the while striving to win but at minimal cost.
1. Try to pick off your opponents one by one
If your enemy splits his or her forces, or you have a number of countries
invading you, you might do best to combine what forces you have into one
big army and try to take on enemy armies one at a time. Even though as a
whole they may outnumber you, you can still have an advantage in any one
battle, and perhaps even all of them!
2. If your opponent has an invincible mega-army, try one of these:
- Figure out how to kill it anyway. Huge armies can and do fall. Stratagems
include leaders being killed, mercenary defections, infiltration, supply
lines being cut off - even navigational charts being tweaked. Owners of
big armies tend to be more complacent, trusting in their numbers to give
their wits a rest. Instead of quaking in fear or trying to hide, try turning
the tables - it could be the last thing your opponent expects.
- Scatter! Divide your armies into so many buzzing gnats which try to
annoy your enemy as much as possible while avoiding confrontation. A couple
might get squashed, but while the enemy army is one huge blob it won't
be able to track them all down. Good activities for such armies include
killing garrisons and liberating provinces and cutting off supply and communication
lines (which can in itself be decisive if the enemy is deep in your territory).
In this case it is good to keep track of the mobility of your armies -
a force consisting of entirely of cavalry is harder to catch and engage
than one that has infantry or artillery slowing it down.
- Defend behind walls. An old standby, this can help even the odds considerably.
If your opponent tries an assault, huge portions of his or her army can
melt away very quickly. This sort of duty may be good for your less mobile
forces, while cavalry behind walls are not much good at all.
3. Prolong the war
The longer a war goes on, the more likely it is that random factors
will come to the fore and make something go wrong for your assailant. Dynastic
failure, famine, desertion or betrayal by allies, acquiring allies of your
own - all of these things can happen at any time, so the longer you hold
out the higher your chances of survival. While this is once again a bit
on the self-evident side, the idea is to avoid last stands and final confrontations
and the like, and instead utilize tactics of delay. This is also the best
way to fatigue your human opponent. Many times an empire has been saved
literally from the brink of extinction by the attacker's simply getting
tired of fighting. |