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Author Post
awilla the hun
Topic: Military Information
Well, Marinus asked, so I obeyed. If the battle system could go here, it would be very helpful.
#1 Mar 24th, 9:13am
Marinus
Diem’s Military Forces:

Terrestrial Army:-

The terrestrial army is not large, relatively speaking, and is considered the weakest of the three services. There are many specialist regiments, including:

Gilded Dawns:- Recognizable by their golden skin - these are Near Creations almost completely constructed of a golden armour. They are somewhat childlike, not least in terms of their size, but are quick and deadly and trained in all of Diem’s arsenal.

Burnished Dusks:- Recognizable by their full bronze-coloured plate armour worn at all times. The heavy infantry of Diem, they bear adapted cannons, being the only regiment capable of standing a triple-power recoil. These troops also serve as artillerists.

Imperial Legionnaires:- The basic military force of Diem, this comprises the bulk of their forces in all three services. Bloodred armour, a standard-issue repeating cannon and sword, but only basic training.

Rose Noons:- Recognizable by their pink and gold armour and that the overwhelming majority of them are women. Ranged troops, wielding sniper cannon and playing a reconnaissance role. It is unusual to see them in their armour except when on parade.

Aeolian Dancers:- Recognizable by flame-red robes and golden headdresses. The trained solar sorcerers of Diem, they’ll disassemble someone down to their component atoms as soon as look at them.

Apricatean Armigers:- Silver constructs constraining solar flame. Unmissable. They are Diem’s shock troops, sent in to demoralize the enemy. Their weaponry is the razor-sharp armature wire they are constructed of, and the solar fire that animates them. Remarkably resistant to damage.

Aerial Forces:-

The crème de la crème of the armed forces, service aboard an airship is considered the highest honour, in whatever capacity.

Lambent Lancers:- Units trained in the use of skimships and in mounted combat. They carry light repeating cannons and standard-issue fire-spelled swords and are trained in basic solar sorcery.

Quillon Quinquereme:- The generic term for lancer pilots, trained to withstand the rapid manoeuvres of small-scale aerial combat. A lancer is a fighter-class airship with four standard cannon attached, plus a bay of small bombs and decoys.

Paramount Parasoliers:- Diem’s paratroopers. Legionnaire armour, high explosives, advanced sorcerous training, light cannon and a solar parasol for aerial drop. Elite forces.

Imperial Bombardiers:- Legionnaires who have received extra training in airship fighting – the ship’s military crew, in essence.

Naval Forces:-

Imperial Seamen:- Legionnaires with extra training in naval warfare.

Twilight Mariners:- Diem’s amphibious assault troops. Their favourite tactic is to sneak under the guns of enemy vessels and attach powerful explosives to the hull at the waterline, crippling or destroying the warship with minimal losses to the Dieman side.

Special Forces:-

Harlequins:- Diem’s spies. Intensive training allows them to modify their own bodies – within certain limits – by altering their muscles and manner. They also project a field about themselves to dampen natural inquisitiveness. They are trained in self-defence and bear a light cannon as well as a triple-discharge gladius and a rapier.

Aquarian Irregulars:- A rapid-response skimship-mounted force designed to deal with sudden problems in a campaign.

Standard Dieman Military Units:

Squad:- 10 military men, under the command of a Sergeant.

Platoon: 10 squads, under the command of a Captain.

Company: 10 platoons, under the command of a Colonel.

Brigade: 10 companies, under the command of a Brigadier-General.

Corps: 10 brigades, under the command of a Major-General.

Troupe: 5 Aeolian Dancers, under a Lieutenant of the Regiment.

Circus: Collective noun for a group of Harlequins. Usually 10.

Leaders:

Terrestrial Forces:

Gilded Dawns:- Commanded by the Crown Prince, Dawn, in his official capacity as Marshal of the Imperial Army.

Burnished Dusks:- Commanded by the Legate Zenith Deucalion, from Marnau’s Imperial War College.

Imperial Legionnaires:- Nominally commanded by the Emperor, the actual running of the regiment falls to General Velkan, based in Burinberg.

Rose Noons:- Commanded by the Twins – two ladies whose minds are so closely linked they are impossible to tell apart – from Rosenburg, in Voltaire Province.

Aeolian Dancers:- Commanded by His Most Marvellous Incandescence Eos, based out of Burinberg University, in his capacity as one of the three Magus-Generals. Also holding command are Her Most Marvellous Incandescence Camina, Lady Pyroborea, the second of the Magus-Generals, and His Most Marvellous Incandescence Rogar, Earl Nazarain, the third Magus-General.

Apricatean Armigers:- Commanded by Aurus, one of the first Armigers ever made, more than two hundred years old.

Aerial Forces:

Lambent Lancers:- Under the command of Viscount Caprica.

Quillon Quinquereme:- Under whoever commands the ship they’re stationed to, as determined by the Imperial General Staff at Marnau.

Paramount Parasoliers:- Under whoever commands the ship they’re stationed to, as determined by the Imperial General Staff at Marnau.

Imperial Bombardiers:- Ditto above.

Air Force:- Under the command of the current Marshal of the Skies, Invidia von Voltaire, operating from the main base at Marnau.

Naval Forces:

Twilight Mariners:- Under the command of Brigadier-General Doviello Fenia.

Navy:- Under the command of the current heir to the Duke of Luxa.

Special Forces:-

Harlequins:- The Harlequins answer only to the Madman’s Ringmaster, Viscount Kithlan, in the Imperial City.

Aquarian Irregulars:- Under the command of the police force.

General Dieman Weaponry:

Cannon, Mounted – coming in varied sizes and mounted on seaships or airships or stationary fortifications, they operate by causing a burst of intense heat and kinetic shock, designed to burn through armour and flesh. The energy-to-heat conversion is not perfect, resulting in the characteristic scarlet light that accompanies all shots. These are the most powerful versions, and the amount of power supplied to them increases their range beyond any field version.

Cannon, Heavy – the mainstay of the Burnished Dusks, no other regiment can stand up to the recoil. Destructive, certainly, but with a rather short range, they are best used in a charge or a tightly packed defensive formation to volley into the face of a charging enemy.

Cannon, Light – smaller and much more portable version of the Dieman cannon. Same principles, but much reduced output. Commonly used as diplomatic defence and for spies.

Cannon, Medium – In between the two extremes, the mainstay of the common forces.

Cannon, Repeating – Least destructive on a bolt-for-bolt basis, the cannon’s rapid fire rate makes it deadly in the right hands. The gun is, though, fragile, and does not stand up well to the extremes of temperature due to the paring down to allow for the bulky energy system.

Siir Wands – Miniaturized versions of ship-mounted pyroil projectors, mainly used by the Gilded Dawns. The blazes are very difficult to smother after they have been started.

Pyroil projectors – Throwers of unquenchable flame. High-pressure hoses that pour pyroil all over things.

All Dieman armour is highly fire-resistant, a byproduct of the strengthening process.

#2 Mar 24th, 10:28am
Quill of Copper

I decided to re-write my grossly oversize post. ))

Ok, lots of steam. I mean lots of steam. Everything involves steam. Even steam-powered rifles. Steam enhances everything. It's great. Especially when your a fire-oriented nation like mine. One quick word and suddenly the whole world can burst to life with excitement, wonder, mechanics. Our nation is a happy one, though can be troubling. Anyway Onto the military stuff and such.

Alright. Here is a basic rundown of my setup. Everything that's necessary will be included here.

There are 3 classes of force, then a small, medium, or large inside that. those three classes are Squad, Troop, Regiment. A Small troop would consist of around 4-8 men, maybe a vehicle. A medium Squad would consist of 9-16 men. And usually a couple vehicles for transportation. A large squad consists of 17-22 men. And always some form of basic transportation.

The Troop consists of more, OR stronger men, if the men are stronger, better, then there's obviously less of them, - more expensive, harder to train, etc.. A small Troop generally consists of 20-30 men. Medium, 40-50 men. Large 60-70 men. The stronger the men, the less there are. the weaker, the more. There's always transportation for a group any larger then 14 men.

The Regiment, is a special case, it involves lots of the stronger types. And doesn't use vehicles for transportation of people. It uses them for transportation of weapons, equipment, and various artillery. A regiment consists of anywhere from 75-200 men.

Weapons - The famed Fire-Cannon is almost always used. The technology is unfailing, proven, and esteemed. This gun can be modified for almost any purpose. It's extremely functional, as you don't need fuel or anything to run it. You simply cast a fire, and it's good to go. It makes a copy of your fire, hardens it, then fires it at whatever the gun is aimed at. there are so far 4 models. Infantry rifle, Artillery Model, and Air Model (Single Barrel, and Double Barrel.) This is the most widely used weapon.

Other weapons include steam-powered missiles. (medium sized mass of pipes. nothing but a cap on the front, to provide aerodynamic stability. this is only short-medium range, and it's experimental. It has been known to blow up inside of barrel occasionally. Mostly used with aircraft, using a small hooking mechanism, a flick of a switch, and a llarge spark takes place. the hook lets go, hoping the big spark lit the missile..

Last but not least, the bbomber's tool. Called FBD for a reason. Flaming Barrel Detonator. this bomb is fired out of a small gun, downward. It lights itself on impact, and when it hits the ground a highly flammable liquid flys out, and the flame arcs down it. Setting everything within 200mts on fire.

#3 Mar 24th, 11:01am . Edited Apr 04th, 9:18am
Marinus
Yes, I know. The Empire of Diem (with a few changes) is what I use when a big empire is called for in a story or magazine article. It kind of acts as a stock. I have a couple of others, but Diem was the first one I came up with and it's still my favourite.
#4 Mar 24th, 11:23am
awilla the hun

I also take the detailed approach. (The Rakarskian Liberation Army.)

There are a lot of guns. And they are quite heavy pieces, as shore batteries are meant to bring down ships. My other guns can of course be moved, unlike the ones the ZCC seems to be using.

The army's structure is described in the RCC thread. As for various types of soldier present in the colony... (All officers have swords, and various kinds of other, privately bought sidearms.

Infantry of the line (Conscripts, musketeers, fusilliers, regiment of foot...) Although known by many names, these men are the heart and soul of the Rakarskian army. They wield muskets and bayonets, and lack armour. A common tactic is to advance in a long line or common, and give volley fire at fifty meteres, followed by a devestating charge. The conscripts have no regimental banner, but the other regiments (the proffessional ones) do.

Skirmishers (Rifles or rangers) form a skirmish line in front of the infantry of the line to pick off enemy officers and generally harass the foe. They are also generally good ambushers and scouts. They are armed with the long ranged rifle (200 meteres accurate range) and sword bayonet, and are unarmoured. Their officers, like the men, wield rifles.

Grenadiers (Grenadiers, republican guards, inquisitorial squads) are the assault infantry of the army, supposed to attack enemy fortresses or elite regiments head on. They are armoued in plate, are made up of the strongest men in the army, and wear bearskins and respirator masks. They wield grenade launchers and bayonets. Inquisitorial grenadiers are the elite of the elite, men tasked with hunting down mages. It is rumored that these men have anti magic equipment.

Hussars: Basic cavalrymen, wielding pistol and sabre, as well as lacking armour. Made up mostly of young, brave and (to the infantrymen) impetuous men.

Dragoons: Like the hussar, but equipped with a deadly carbine (short musket) as well as the sabre. Useful for harassing the foe and as deadly in a charge as any hussar.

Artillery: There are two main types of cannon in use: The Howitzer, which can lob a shell over obstacles and has a 2000 metere range, and the field gun, which can use grapeshot at 700 meteres and is generally more accurate than the Howitzer, but cannot fire over cover. Both types of gun are sometimes attatched onto special carriages for use as horse artillery.

The Commissar: An officer appointed by the party and charged with maintaining discipline in regiments. Is empowered to execute dissenters on sight. He is employed on a regimental level and above, and generally fights with a repeating pistol and sabre. Conscripts have inquisitors instead of commissars for the same role.

Weapons:

Longarms. Infantry weapons. Can all be fitted with bayonets.

Musket/Carbine: Range 50 yards. Rate of fire: 2/min for a conscript, 4/min for a good soldier, 5/min for a fusillier.

Rifle: Range 200 yards effective (although some men can do three times that.) Rate of fire: 2/min

Grenade Launcher: Range 30 yards. Rate of fire: 2/min. Explosive.

Shortarms. Weapons for officers and Cavalrymen.

Sabre/Sword: Close combat.

Claymore: Islander's close combat weapon. Very imposing two handed sword.

Lance: Long close combat weapon (longer than, say a musket and bayonet. Good vs infantry in defensive formations.)

Pistol: Range 20 yards. Rate of fire: see musket. Carried by most officers and cavalrymen who cannot afford...

Repeating Pistol: Range 20 yards. Rate of fire: 6 shot chamber.

Artillery is generally long ranged and effective. Pieces range from horse artillery right up to siege guns and rockets. Basically, they are thus:

Horse artillery: Mobile, 1 mile range, powerful.

Field gun: 2 mile range, very powerful.

Howizter: Like field gun, but can fire over obstacles. Min range 100 yards.

Rockets: Primarily an anti air gun, but still useable against anything else. Range in ground: 200 yards, innaccurate but destructive on ground.

Siege gun: Slow, very very powerful, slow firing.

Naval Forces (The Rakarkian Naval Fleet.)

Q-Ship Sail powered trader with hidden field guns. Gives pirates a nasty surprise...

Ironclad: The pride of the Rakarskian Fleet after the Ostermann reforms of A.R 46.Massive, steam powered, sports one colossally heavy gun on a turret and sixty smaller field guns in the broadsides, as well as anti air rocket batteries. Crude depth charges are being developed. Unsubtle, expensive, but very powerful.

The widespread employment of commissars, as well as the paranoid fear of magic, means that Rakarskian troops would be extremely resilient to it.

#5 Mar 24th, 11:24am . Edited Apr 09th, 5:50am
awilla the hun
You know, looking at our lists, it seems difficult to believe that this is swords and sorcery fantasy. I thought that I would get sneered at as overpowered when Rakarskia turned up, even thought I was mostly copying a cross between the redcoats and the red army.

But then the steampunks came...

#6 Mar 24th, 11:29am
Quill of Copper
... were not steampunks lol... I just like the complexity and "wild wild west" feel of Steam powered nations.
#7 Mar 24th, 11:53am
Marinus
I think you got the balance just right, awilla. But steampunk stuff is fun. And because of the complexity of steampunk nations in general, you can cripple almost anything under the bureaucracy if you so desire.
#8 Mar 24th, 12:57pm . Edited Mar 24th, 1:32pm
Mindwarp
Talk about it. Everyone here has ironclads and cannons while I'm stuck with medieval style armies and wooden ships. If anyone attacks the archipelago my only hope is to run over to ANOTHER steampunk nation and try and convince them to help.

Anyway, I'll post my own info here in a moment, as soon as I reply to Marinus.

[Edit:] ***it all. I had the whole post up and ready and I accidentally Xed it out! Sorry, I'll do it again another night.

#9 Mar 24th, 3:05pm . Edited Mar 24th, 6:36pm
Marinus
You poor thing. But you do still have a powerful trading base, even with Rakarskia muscling in, don't you? Economic warfare can bring the conventional stuff to its knees. And you still have my launch - reverse-engineering beckons. Unless I decide to ask for it back...
#10 Mar 24th, 11:38pm
Quill of Copper
lol, anyone totally against me befriending err.. Sevia? I think it be nice for two close nations to err.. get along. yes thats it.. get along..

possibly grow into large, allianced nations...err.... *cough cough*

#11 Mar 25th, 5:07am
Marinus
This is Lavie we're talking about, RJW. I think you mean be subjugated, not get along.
#12 Mar 25th, 5:12am
Lavie

Subjugate? No never! lol... anyways, they might turn around and invade them later, but not right now, since they are already at war...

MILITARY FORMATIONS

Squad = 10 men + 1 Sergeant = 11 men

Platoon = 4 squads + 1 Major = 45 men

Company = 4 platoons + 1 Captain = 181 men

Battalion = 4 companies + 1 Marshal = 725

Brigade = 4 Battalions + 1 Field Marshal = 2901

Regiment = 4 Brigade + 1 Regi-com = 11605

Basic Soldier: Pail armor ( 8 in 2 mail, with a metal breastplate, a helmet, greaves, and gloves.). They wield Scimitars, and not your typical arabian scimitars, these ones are longer ... say ... ya know i looks more like a thick katana with a greater slope nearing the end and a blade on both sides. Generally they also carry a sheild.

Long Bowman: 4 in 1 chain mail, helmet, leather gloves, a scimitar, and a buckler. Oh and lets not forget it's namesake, the Long bow.

Light cavalry: scale mail, helmet, scimitar, spear, shield

heavy cavalry: plate mail, barding, scimitar, lance, sheild

pike man: esentially the basic soldier with a pike

Shadow riders: Heavy calvalry with an greater amount of magical knowledge, specifically magic that is little known among any other branches of the sevian military, Illusion magic.

((can't remember name but they were the sevians that first set up the portal in RCC)): extremely highly trained and very experianced operatives taht work in groups of four. they share the use of illusion magic with the shadow riders but are less knowledgble of the spells and are often used to spy, scout, or set up forward bases of operations by creating a portal.

#13 Mar 25th, 10:21am . Edited Apr 15th, 8:41am
Quill of Copper
what's "subjugate" mean??

I think it'd be better for both mine AND Levia's nation, if they got along..

besides, I'm not the best at drawing large-scale wars...

#14 Mar 25th, 4:04pm
Mindwarp
It means to conquer and oppress, to rule over. And you're probably right, if Lavie pulls a fight with your state then he's stuck with a three-front war, NOT a good situation to be in. People might start jumping him while the army's off invading.

And that's the reason I'm working on a battle system, so large battles won't be a big headache to run.

#15 Mar 25th, 4:48pm
awilla the hun
What do you mean by 4 in 1/ 8 in 2 mail? I'm not an expert on medieval military history.
#16 Mar 27th, 11:05am
Marinus
I believe it's referring to the size and spacing of the chain mail links in the armour shirt. Ie; how finely it's made and thus how well it absorbs impacts from things like arrows. Smaller is better.
#17 Mar 27th, 11:08am
awilla the hun
Right. So what does that mean in game terms? All are still very vunerable to my guns. Ah, the joys of blackpowder...
#18 Mar 27th, 11:54am
Lavie
4 in 1 mail is mail that has each ring attached to 4 others. While 8 in 2 is two in 8 others, which obviously stronger than 4 in 1 and was pretty much reserved for royalty/nobility due to it's higher cost.
#19 Mar 27th, 11:55am
awilla the hun
Sevia sounds like a multiracial state from your description. So will my brave boys be encountering dwarven infantry alongside human regiments? And if only royals and nobles can get 8 in 2, why have your humble swordsmen got it?
#20 Mar 27th, 12:03pm
Marinus
Also, awilla, very vulnerable to poniards. People who don't use guns, take note. He has a point, Lavie.
#21 Mar 27th, 12:03pm . Edited Mar 27th, 12:05pm
Lavie
I forgot to say that the reserved part was for medieval times, not for the sevians.
#22 Mar 27th, 12:12pm
awilla the hun
How rich are they, if they can afford an entire army of people armed like kings (if you would pardon the expression) and still be able to feed their people? Well, this is a fantasy RP, so I'm not complaining. Much.
#23 Mar 28th, 9:21am
Lavie
A land rich in metals... lots of silver, gold, and jade(which to the sevians is the most valuable), Many well experienced blacksmiths, advanced blacksmithing techniques, and finally magic... oh and someone obviously forgot i use lots of zombies to farm, among the other people.

And that would be in medieval times that they would be considered armored like kings, not in this world.

#24 Mar 28th, 10:35am
awilla the hun
How do they armour their kings, then? Just a pointless question, really.

And why haven't we seen more of the zombies? The occasional skull motif on buildings, a few rotting members of infantry etc.

#25 Mar 28th, 1:33pm
Lavie
Currently the zombies are not being used as infantry for on specific reason, they don't retain enough of their memories to be useful soldiers. Now as for skull motif building, which i think is suggesting where they are staying/made, is because no one has been to the farms where those things are, you see, they embalm the bodies then send them to the farms where they are bought back and sent to work.

Though as I have said quite awhile ago there are several groups of researchers trying to make it so the zombies retain more of their memories so that they can be used as troops.... and you know what ... might as well have them succeed soon...

Oh and the king is armored in plate mail.

#26 Mar 29th, 5:45am . Edited Mar 29th, 5:45am
Marinus
Now that's a scary thought. How many times can your people raise the dead? Cause if they can continually raise soldiers that have been cut down you've basically got a neverending army.

That was the idea, wasn't it.

#27 Mar 30th, 3:19am . Edited Mar 30th, 3:19am
awilla the hun
I can imagine after the battlefield, you have on man left with a hammer and stake. "Stay down, **!" he cries as the dead rise again and again, and get impaled again and again.
#28 Mar 30th, 7:17am
Lavie
lol, after they go through the somewhat lengthy process of inscribing the correct runes on the bodies they will keep right on fighting until they are destroyed... so they can lose a head and keep on going, though I'm currently thinking of creating a weakness for them.

methinks hundreds of dismembered hands crawling towards you would probably freak anyone out.

#29 Mar 30th, 8:29am
Marinus
I think this calls for lots of fire and explosive shells. Pretty flames...

Question: How the devil would the hands know where you are? They can't see, or hear, or smell.

#30 Mar 30th, 8:34am
Lavie
They are given some intelligence, sight and hearing through magic, though they would be pretty stupid, like if they don't know your there but they're heading towards where your hiding and you throw a rock behind to make a noise it would spin around and go after the noise, allowing you to sneak away.
#31 Mar 30th, 8:48am
awilla the hun
Look, as things go, there are far worse enemies to face than a single hand slowly trying to use its fingers to move along. Disgusting, but not terribly lethal.
#32 Mar 30th, 9:16am
Marinus
That may be true, but when you're a valiant swordsman hacking and slashing your way through hordes of Lavie's undead, it'd only be a matter of time before one of the hands crawls up your back or arm or something and strangles you. And ordinary bullets would probably be quite ineffective on Lavie's undead, except in large quantities. Time for Muskovitch Cocktails, no?
#33 Mar 30th, 9:33am
Lavie
Fire would be fairly effective... though while they are still walking you have a horde of FLAMING zombies chasing you... I find that very... disturbing.
#34 Mar 30th, 10:06am
awilla the hun
Rockets would work just as well, in my mind. And this is where inquisitorial grenadiers come in. The best of anti magic men, the best of conventional infantry, with grenades, bayonets, all manner of nasty kit. And plate armour, which would help quite a lot.
#35 Mar 30th, 11:37am
Marinus
Fenian fire (white phosphorus and blazing oil) the stuff in some of my weapons would also be good. Mmm. Fire. Mind you, that'd be good on almost anything.
#36 Mar 30th, 11:59am
Mindwarp

I'm Proud to reveal several weeks of on-and-off work in the form of Battle System 1.0! While the system is still loaded with unrealistic calculations and horrible tendencies, I feel that it's solid enough that we can go on to mutate it into something that might actually work.

I should warn you that until the system is mutated into a decent creature it is NOT the official battle system. Use it at your own risk if you like, but it requires testing and correction before use.

And with that, here we go:

________________________________________________________________________________

First, players will fill in information on any units they may use in combat. That information will be based off a number of variables, ALL the variables should be based off of the stats a single unit would have, not the collective.

Speed- Expressed as kilometers per hour (metric is easier on the math). Note that this should be the maximum your unit can go, not their average.

Killing Power- Expressed as a % chance that a unit's attack will kill its target.

Defense- A percentage or higher rating of how hard your unit is to kill. Ratings above 1 should be reserved for armored vehicles and such.

Discipline- A 100-1 rating of how much events will affect this unit's morale. The lower this number is, the better.

Area of Effect- Only include this if your unit has an area of effect attack. Express the area in meters.

Morale: Expressed as a number indicating how much punishment a unit can take before breaking.

---

When going through calculations, each player will calculate the casualties and effects on his own side. That means that for each "round" the equations are used multiple times- once for each combatant player.

RANGE CALCULATIONS: The following calculations are only needed if your unit has a ranged attack.

Rate of Fire- Expressed as a function of how many times a unit can fire in two minutes. If it takes longer then two minutes for a unit to fire, express it as a decimal.

Accuracy- Expressed as the % chance that your unit could hit a single opponent 15 meters away.

Range- Expressed as the maximum effective distance the unit can fire, in meters or kilometers.

--------------------------------------------------------------------------------------------------------------------------

When an actual combat is declared, both combatants will state:

The number of units entering combat,

The types of units,

Any circumstantial modifiers to original stats,

And any maneuvers they do.

---------------------------------------

The first Calculation to run through is to modify morale for numbers:

Your Unit's Morale = Starting Morale * {(The number of enemy troops / the number of your own troops) / (1.3 * (1 + Your units discipline))}

----

Next are ranged combat calculations:

Number of Deaths = The number of enemy units firing * (Their accuracy / (0.05 * The Distance)) * (The enemie's killing power / Your unit's defence) * The Enemy's rate of fire.

Number of Wounded = The number of enemy units firing * (Their accuracy / (0.05 * The Distance) * The Enemy's rate of fire - The number of Deaths.

You cannot fire at an enemy if they are beyond your range.

After every engagement where there are dead or wounded, recalculate morale:

Morale = Your previous morale - 2(Your discipline * Your number of deaths) - 1.5(Your discipline * Your number of wounded)

And recalculate your number of troops:

Number of troops = Previous number - Deaths - 1/2 * wounded

If your units are advancing towards each other, run through a distance calculation:

Distance = Original Distance - Your speed - Your enemy's speed.

----------

When units first come into melee contact run through the shock equation:

Wounded = Number of enemy units * your unit's discipline * (the enemy's speed / 10) - Your deaths.

Deaths = Number of enemy units * your unit's discipline * (the enemy's speed / 10) * (The enemy unit's killing power / your defense)

After every engagement where there are dead or wounded, recalculate morale:

Morale = Your previous morale - 2(Your discipline * Your number of deaths) - 1.5(Your discipline * Your number of wounded)

And recalculate your number of troops:

Number of troops = Previous number - Deaths - 1/2 * wounded

---

And Finally, whenever units are in melee combat, use these equations:

Wounded = Number of attacking enemies * your discipline - Deaths.

Deaths = Number of attacking enemies * your discipline * (Enemy unit's attack power / Your unit's defense)

After every engagement where there are dead or wounded, recalculate morale:

Morale = Your previous morale - 2(Your discipline * Your number of deaths) - 1.5(Your discipline * Your number of wounded)

And recalculate your number of troops:

Number of troops = Previous number - Deaths - 1/2 * wounded

______________________________________________________________________________

Ok, this may look a bit confusing, but it's not too hard. I explain it with words here, but they'll be abbreviated to established variables in the actual engagements. The system is designed to be statistical, so it deals with probabilities rather then hit-points and unit ability. Even the most ultra-powerful unit created will receive some casualties.

The three important variables are Morale, Deaths, and Wounded. These are what establish winners and losers. Dead units are gone, period. You've lost those units. Wounded units are slightly different. Half of your wounded units will no longer count in combat. At the end of a battle, wounded units can be recovered for the next engagement, unless you lose. The loser's wounded units end up as POWs. Morale is vital in combat. When a group's morale reaches 0 or less, you lose control of those units and they run.

This system is not designed to simplify battles to equations. It's designed more for a specific area of a battle. Knowing when to send reserves into battle, when to fire upon which enemy units, and when to send the cavalry in can all help decide a fight. If your enemy is wavering, for instance, send in the cavalry and route them.

I intend to add modified equations for flank attacks, fortifications, and the effect of reinforcements on morale in the near future.

Now I need everyone's help. I want you to take this system and torture it horribly. Run random numbers through, play with it, change variables, anything and everything you can. Only through trial-by-fire can this be turned into a passable battle system worthy of our forum.

#37 Apr 05th, 10:17am
Marinus

Ooh, goodie! What fun! Now to try and break - I mean, test - it.

#38 Apr 05th, 10:45am
awilla the hun

Can I have some relative values for morale, please?

#39 Apr 05th, 10:54am
Mindwarp

Hrm, that'll need some experimentation to nail down better. By my estimates a bunch of unruly peasants would have about 200 morale, whereas some more heartened troops might have 4 or 5 hundred. I don't believe ANY unit would have more then 600. Looking at the calculations, discipline is the major factor in morale calculations.

#40 Apr 05th, 11:04am
Marinus

I was just about to say that. And I have another question; if your unit has multiple weapons, with different firing rates, how do we take that into account? I'm thinking of the turreted cannons on Rakarskian ironclads, mostly. They do far more damage than a regular broadside gun, and I'm sure they don't fire at the same rate. If they did, we'd be in trouble.

#41 Apr 05th, 11:05am
Mindwarp

Well if they're only firing one weapon at a time you'd just calculate the statistics for that weapon. If they're firing both at the same time you'd probably have to run the equation through for each weapon, then sum them up to see what the combined damage is.

#42 Apr 05th, 11:19am
Marinus

I've tested some of the calculations you've provided us with, and I think I've found a bit of a problem. Now, granted, I'm not the best at maths, and I could well have done it all wrong, and so I'll now make a complete fool of myself:

Using the following values:

Defence: 0.7, Killing Power: 60%, Accuracy: 62%, Rate of Fire: 8/2min, Distance: 70m, Firing Numbers: 5000

In the death equation, I get a number of: 60 million, 734 thousand, 6 hundred and 93.88 people dead - which, let's face it, is far larger than any force we're likely to muster.

I suspect I have made a mistake in following your posted equations, but I just thought I should mention it.

#43 Apr 05th, 2:18pm
Mindwarp

Well let's see...

D = 5000 * (.62/(0.05*70)) * (.60/.7) *8

That's D=... *pulls out calculator*

6,073.

My guess is you plugged in the percentages are whole integers, which would bump it up a lot. This particular equation works by utilizing the fact that a multiple of 1 and 0 will decrease the total. Your sum was right, just remember to translate percentages into decimals. I'll edit the instructions to make that more clear.

Of course, even 6,073 may be a bit much. That's more kills then there are men. Then again, each man in that group is firing 8 times, in which case it makes perfect sense.

#44 Apr 05th, 2:34pm
Marinus

That would make sense. Thanks.

#45 Apr 05th, 10:35pm
Mindwarp

Getting through the next version of our battle system. I'll be adding formation modifiers to the equations, and an elevation system.

There are also a few other changes that I'm considering, but that I'd like feedback on before implementing, as they have to do with modifying the current system.

The first change I'm considering is removing the 2 and 1.5 multiples in the moral calculation and replacing them with exponents. Right now, all deaths are equal. If you take out X guys, moral goes down by Y. If the multiples are changed to exponents, this will change. Killing and wounding more units in one round would hurt moral more then doing the same damage over several rounds.

The second change I'm considering is to change the Rate of Fire standard from the number of shots fired in two minutes to the number fired in one minute. This would weaken ranged weapons.

To use Marinus' example (see above). His units there would currently kill 6,073 and wound 1011. With the above modification his units would kill 3036 and wound 507. I'm not sure which one is more realistic, so I'm looking for opinions.

The third change I'm considering is adding an endurance variable to battles, one that slowly decreases. This would add an extra layer of realism by letting you keep units fresh, or having exhausted ones fight worse.

I'm looking for advice and feedback here. Ideas and suggestions are always welcome too.

#46 Apr 11th, 8:03am
Marinus

Ooh, sounds good, Mindwarp. That morale adjustment is very good - massed fire (such as awilla's rifle ranks) will be far more realistic in terms of its demoralising effect.

Endurance sounds nicely real, too.

Um...how about implementing some form of, oh, I don't know, patriotic or defensive modifier - that boosts attack - for whichever side in battle that currently controls the sector? And a while ago you mentioned something about leader modifiers. Would that be something implemented in the calculations, on an altering basis, or simply a straightforward stated change (like plus 25% damage, or something) at the start of a battle?

#47 Apr 11th, 10:50am
awilla the hun

Go volley and bayonet! And I think that my artillery will be beefed up by quite a bit, too.

Endurance will mean that my cavalry can't simply ride everywhere all the time. And we need to implement a proper system about discipline- how a soldier can react to battle. This will prevent the utterly ridiculous tactic of simply dropping a hand grenade on the ground and running away to avoid an oponent, or having an entire batallion simply walking out of a melee.

And I think that patriotism will only work in hand to hand. After all, no matter who fires a musket, the bullet ignores any chants of honour...

#48 Apr 11th, 11:52am
awilla the hun

And just to say, there are always more wounded than killed in a battle. Of course, the majority of the wounded won't simply keep loading and firing their muskets, but that is a good point to put across.

#49 Apr 11th, 11:54am
Marinus

Perhaps patriotism was the wrong word to choose. I simply meant to highlight the fact that the person controlling the sector their army is in would probably have some sort of bonus as they know the terrain better and have people to protect (see Rourke's Drift) - and if your capital was under attack your soldiers would probably fight a little harder - Forlorn Hope, famous last stands, and so on.

#50 Apr 11th, 12:05pm


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