The LOTE game system models ( but does not simulate ) large scale warfare
in a variety of periods from the Bronze Age to the Late Renaissance. In
designing the current battle system, the following main concerns were addressed:
- Command leadership
- National Troop quality
- Individual army troop quality
- Terrain in area of operation
- Supply / local levels of support
In addition, the conscious decision was made to use the 'critical battle'
as the working metaphor of a given campaign. This, in part, is why battle
results in the newsfax are usually related as a single engagement. In some
cases, several engagements may be reported, but the system is oriented
towards providing a critical or decisive result.
Note that, as the time-frame progresses, the entire campaign model needs
to drift to a frontage-based result as contiguous lines of battle across
entire countries ( or continents ) become supported by the sizes of the
armies in conflict, and their logistical needs.
With these things in mind, here are the main points to consider when
planning a war against your neighbors, or the successful conclusion of a
war that has been thrust upon you.
Concentration Of Forces
Because the system tends to the decisive, there is little to be gained
for scattering your armies about in smaller groups - unless you are
sure of pinning the primary enemy army in a siege or by some other means.
An attacking army moves more slowly through hostile country than the defender.
It is quite possible for a single, large, defending army ( particularly
if it has good terrain for maneuver or roads ) to be able to engage multiple
smaller attacking armies individually and to destroy them in sequence.
LOTE provinces are still quite large, so fighting in echelon ( Napoleonics
style ) does not work well. A better approach is to attack with one large
force, while retaining another force in reserve to defend your frontage.
This helps prevent 'spillage' from smaller enemy armies avoiding battle
with your attacking force and trying to cut behind your line of advance. |
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Once battle is met, your casualties are in rough proportion to
the size of the enemy army. If you outnumber your enemy by 2 to 1
and all other factors are equal, you should be able to swamp him with numbers.
Depth Of Leadership
If at all possible, do not send an army into battle without at least
two leaders in command. Full army combat in the Middle Ages can be
hell on commanders. Nothing will bring you defeat quicker than losing your
only general. Un-led troops, in most campaigns, have a combat leadership
of zero. A difference of three or four leadership points between
opposing commanders can be the harbinger of victory. Even a 3 Combat Leadership
leader could save your bacon.
Mixture Of Forces
Particularly in campaigns where Elite / Regular / Inexperienced or Heavy
/ Medium / Light troop types are in use you must strike a balance in the
composition of your armies. All Heavy Elite armies are very impressive and
pretty, but they cost you too much when you have to take losses or detach
garrisons. A rough proportion is 1/4 elite, 1/2 regular, 1/4 inexperienced.
As losses are taken, the poorest troops die first, so after a round or two
of battle, your positive modifiers for better troop quality will actually
improve as the inexperienced units die off protecting your better troops.
The key point is that the damage projection and absorption of elite /
regular / inexperienced is equal. Elite units give you a better chance of
improving your level of damage projection, but do not deal out more damage
within a given level.
Heavy / medium / light units, however, do project and absorb different
levels of damage. This means that if you are going into a stand-up fight,
you want more heavy units ( if you can afford them ).
Now note that we're talking about two different levels of battle ( or
campaign ) here. One is a the maneuver level ( where you're looking for
the best combat bonus ), and one where you actually have to cause and sustain
damage. As the supreme generalissimo, you want to try and balance the two.
An army entirely of light elite troops is good for a variety of things,
but getting into a stand-up fight ( or a siege ) with heavy troops is not
one of them.
Of course, you can always try and swamp your enemy with sheer numbers.
Fixed Positions
Though it generally does not happen, the proper use of fixed fortified
positions can be decisive in a campaign. In particular, convincing an enemy
army to assail a defended position is an excellent way to cause a very high
level of casualties in the attacker.
In particular, note that in the siege or assault resolution sequence,
that the attacking force suffers damage from the defender BEFORE the defender
takes any losses. It is possible, therefore, for an attacking force to be
completely hashed up before they even get a chance to come to grips with
the defenders.
On the other hand, the way the modifiers work it is also possible for
an attacker to have such an advantage in terms of bonus points ( particularly
when there is a high disparity in terms of the Siege QR of each side ) that
they shrug off the damage roll of the defender and then root them out of
their hole like a badger on a pole.
Sieges are bloody, nasty work and should be avoided by an attacker at
any reasonable cost. If bonus points and troop sizes are equal, the defender
will win a siege ( on average ) every time. More than one campaign has foundered
when the attacking force ( having a numerical superiority ) chases a defending
army into a city, besieges it, loses a lot of troops, and then the defenders
sortie and clean them up.
The key here is an awareness of whether you have an advantage in Siege
QR or not. If you do, you can work it to your advantage quite easily --
if you do not, then you want to avoid being trapped in sieges ( on either
side ).
Intel
There is no more critical advantage in warfare than knowing the dispositions
and intent of your enemy, while keeping your own secret. If at all possible,
you should know at least the following before undertaking a campaign against
a neighbor:
- How many troops he has and where they are.
- Where his generals are.
- Which cities are fortified, and preferably how strongly.
- Which of his QR's are higher or lower than your own.
If you have a fair idea of these things, your planning becomes vastly
easier.
Once you are campaigning, then the Battle Assistance intel op comes into
play - it gives you a moderate bonus if successful. Don't pass up any opportunities
to gain an extra bonus.
You can also attempt assassinations of enemy commanders in an attempt
to pin an enemy army ( by wounding or killing its commander ). In some games,
a killed leader is immediately replaced by a new commander, in which case
you're hoping for a wound result. |