It has been my experience through several nation roleplays that the more information is given before a battle or war breaks out, the fewer misunderstandings there are. Posting the basics of how soldiers are armored, how they're trained, and what they can and cannot do not only helps avoid mistakes, but allows people to plan engagements better, and helps to define an army's limitations.
Note that posting in this thread is by no means a requirement. Rather, it is a place for obsessives to dump all their intricate details and for players to help clarify their colony's military. This information is strictly Out of Character, so commanders from other nations will still have to guess and learn this information. If you want to keep this information hidden so as to stop other players from using it, go ahead.
I've decided that giving strict requirements and number ratings would be counterproductive for the varied armies that are likely to show up here. Medieval warriors and steampunk riflemen are not likely to share many tactics, in fact they're likely to have to adapt their tactics to face their opponent. Instead I would simply ask that players describe the various aspects of their units such as Armament, Armor, Training, Tactics and a Basic Description, along with whatever else the player wishes to describe. Giving information on overall organizational patterns is also likely a good idea.8/22/2009 . Edited 8/22/2009 #1
First Imeren Company
The backbone of any Imperial Army and the majority of its soldiers, infantry make up the rank-and-file soldiery and provide a solid, powerful front against enemy forces.
Armament: The primary armament of a basic infantryman is a long, steel-headed spear usually of nine feet in length, well suited to the strong formations Infantry often utilize. Infantry are also equipped with a standard short sword for melee combat. One of the infantryman's primary weapons, however, is not really a weapon at all: infantry are trained in the use of basic magic techniques such as firing magical bursts at their enemies and honing the blades of their weapons to do more damage. Officers will sometimes carry custom melee weapons or regimental standards.
Armor: Infantry are heavily armored with steal breastplate, helmet, greaves and bracers over studded leather. Like weapons, armor is standard issue, even in the case of officers, although ranked armor is usually more elaborate than that of basic infantrymen and often has chainmail rather than leather underneath. Though soldiers do not carry shields, they are trained to generate a large, magical shield as a group, allowing for (at least temporary) defense against projectiles or attacks.
Training: As per the organizational structure of the Reaching Empire, each region, province, and city is obliged to provide recruits upon the order of the High Council or its appointees. Prior to being called up these soldiers are drilled on a regular basis, usually around one day a month. However, when recruited into active service they undergo a short, in intensive, training regime that usually lasts twelve days, and during their service they drill regularly. Training emphasizes obeying orders, fighting in formation, physical and magical stamina, and working as a unit. Little training beyond basic instruction is given in personal combat.
Tactics: Any Ivisk commander will acknowledge that infantry are best utilized in solid, disciplined formations where their heavy armor, long spears, and magic can give them the edge. Thus, infantry often fight in tightly packed squares, steamrolling enemies with a hedge of spears, or using magic in a manner similar to a musket volley to soften opponents up. Melee fighting is usually avoided, as soldiers are not as effective outside their heavy formations. In relation to the rest of the army, infantry form a solid, powerful core which more elite groups can operate around and in coordination with.
Armament: As cavalry Urlanin are armed with a long, bladed spear for impaling or charging their enemies, as well as a sword or mace for close combat. Like other Ivisk, they have magical talent for honing a blade or hurling magic at their enemies. Their mounts are themselves weapons, their great cats have long claws and huge teeth, and are quite capable of ripping through infantry themselves.
Armor: Urlanin are armored in plate, bracers, and greaves over chainmail. Their mounts wear some barding over their flanks and bottom to protect them from wandering blows. This armor is in general of far higher quality than that of standard infantry, having been forced to be light enough for mobility while still being heavy enough to charge into the thick of a battle. Urlanin can of course shield themselves via magic, although this is less often used while rushing around the battlefield on a gigantic cat.
Training: Only Ikun nobles can serve as cavalrymen, commoners aren't even allowed to own mounts. For this reason Urlanin are professional soldiers, often from hereditary lines where each nephew is raised to fight. Regardless of their past, Urlanin are trained rigorously for combat through continuous drills, both mounted and unmounted. Their mounts are themselves bred for war, and trained especially to obey a rider's commands and to rip apart and devour enemies.
Tactics: Not quite heavy cavalry, but not simply scouts and skirmishers either, Urlanin can serve in just about any cavalry role. They often skirt the battlefield, posing a threat to enemies, hurling magic bolts at opponents from a distance to soften up opponents. If an enemy shows vulnerability, or if an Ivisk commander simply needs to create a break in his enemy's line, a cavalry charge can rip through even seasoned and prepared infantry.
Elite warriors from the Ikun nobility who serve as spies, scouts, and bodyguards.
Armament: Inmakar wield two long, fine blades, sharing characteristics with both the rapier and shortsword. These blades are pieces of master craftsmanship, designed to be light and balanced so that they can be dual-wielded with fluidity and skill. The blades themselves are only half an Inmakar's armament though, they are also masterful wielders of magic capable of driving a dagger through platemail and blasting men off horses. In the rare cases that a sword might be lost or dropped they also carry daggers for backup.
Armor: Inmakar are trained for fluidity and skill in movement, rather than relying upon heavy armor like most Ivisk. They do wear finely crafted chainmail to allow them to move easily, as well as a light breastplate. However, their primary defense is their skill at fencing and swordplay, their agility, and their magic.
Training: These soldiers are, simply put, the best soldiers in the empire. Only Ikun nobles are eligible for the role. Those interested are often trained from a very young age by the finest teachers available, or are only admitted after having extensive combat experience. Admittance requires the applicant to pass rigorous tests, and once in service there is an expectation of constant practice and preparation.
Tactics: Rather than act as soldiers, Inmakar are the bodyguards, spies, and operatives of the Reaching Empire. They are usually assigned to an Arun of authority rather than being organized into military regiments, a good thing considering their scarcity. Their combat style is not the most useful in all-out battle, but in low intensity situations they are extremely dangerous thanks to their skill and ability.
Ikanir- Heavy Infantry
Elite shock infantry of the Imperial army. Unlike the Undalhir these soldiers fight well on their own, are often professional soldiers, and can be devastating even outside of heavy formations.
Armament: Ikanir carry a long, two-handed sword into melee, with a smaller blade at their waist and their magic always ready. Their main weapon is deadly, both as a slashing and bludgeoning weapon, and combined with channeled magic it can pierce through most anything easily. Magical blasts provide even these soldiers with a ranged attack and a backup weapon; they're usually more skilled with such magic than their basic infantry counterparts.
Armor: Ikanir are armored with high quality materials from head to toe. They wear a layer of chainmail underneath their armor, and their greaves and bracers are augmented with armored joints to protect weak points. They can also generate magic shields, capable of stopping bullets and enemy blades.
Training: Ikanir are either veteran Undalhir who have survived multiple battles or Ikun who have been trained especially for the purpose. Unlike Undalhir they are usually professional soldiers (or at least former professional soldiers). They're trained in melee combat, magic, endurance, formations, and rudimentary tactics, all to a larger extent than basic infantry.
Tactics: While Undalhir form the backbone of the Imperial Army, Ikanir are the shock troops. Without spears they are not as effective in defensive lines or formations, but their two handed blades and heavy armor allow them to wade into battle and create a swathe of destruction. These soldiers are generally used to punch a hole through enemy ranks or to destroy the morale of wavering opponents. Rarely are they committed into a battle immediately, since their effectiveness comes from shock rather than attrition.8/22/2009 . Edited 11/4/2009 #2
Survaekom Exploratory Division
Armament: Every rifleman, including every non-comissioned officer such as a sergeant or corporal, carries a NMA Ranger rifle (NMA means New Modern Army), and a three-foot sword bayonet. The Ranger is a sturdy, reliable .58 caliber breech-loaded rifle accurate up to 1000 meters, much like the army standard NMA Marksman, but with a sliding-block action mechanism that can be locked for use as a muzzle-loader if cartridges are short but black powder and bullets available (being more easily-produced without complex industry). Commissioned officers carry an NMA Rider pistol, a seven-shot .42 revolver with an effective range of 100 yards, and a double-edged baskethilted broadsword. High infantry field officers, however, often hire their own smiths to fashion ornamented pistols and swords of various types to supplement their standard-issue arms.
Armor: With new technology demanding new tactics dependent more on mobility than protection, the armor of Survaekom riflemen has been reduced to two key pieces: a leather-backed steel scale-armor cuirass piece that covers front and back, and a steel helm with a chain mail headdress. Both are painted brown. Even more frequently than weapons, though, armor is purchased from hired smiths, even by mid-level field officers, for the protection of the arms and lower body.
Training: The Survaekom Imperial Army is reknonwed as one of, if not the largest professional standing army of any nation. Imperial riflemen are trained for a full six months before entering their garrisons, where they drill every day in marksmanship, melee combat, and unit maneuvers until their ten-year contracts to the Emperor are fulfilled. A rifleman is not considered ready for offensive maneuvers until he has been in service for over a year. Thus, these soldiers are considered well-trained enough to serve both as light and heavy infantry on the battlefield, able to fulfill both front-line and support roles. On an individual basis, every Imperial soldier is conditioned physically, mentally, and emotionally to deal with almost any battlefield situation.
Tactics: Given the accuracy and power of their modern weapons, Survaekom riflemen have moved away from their traditional tight line formations, company-based combat, and bright red uniforms to staggered formation, individual use of cover, platoon-based combat, and brown robes. Nevertheless, tradition still stakes its claim in Survaekom tactics among heavy infantry groups in the continued use of coordinated volleys and the increasingly occasional but ever potentially-useful bayonet charge. Light infantry groups, however, operate in a thoroughly modern manner, sharpshooting from behind the thickest cover available while maintaining a distance of at least three hundred yards from the enemy.
Armament: As elite infantry expected to fend for themselves in small numbers, imperial sappers carry only state of the art weaponry. Each sapper bears an impressive .54 caliber NMA Scout 7-shot Repeating Rifle (with an effective range of 800 yards) with a socket bayonet, a .42 caliber NMA Rider 7-shot revolver, and three stick grenades. In addition, a sapper's axe and spade make very potent melee arms, useful in shock maneuvers and, more importantly, in trenches.
Armor: Stamina is a vital part of a sapper's field engineering duties, and given the weight of their weaponry and supplies, sappers cannot afford protection beyond their hard-leather hats and the cotton barrier of their military robes and headdresses.
Training: To become a sapper, a Survaekom must have been in the Imperial Infantry for a year, have outstanding performance reviews from their officers, and have a letter of recommendation sent on their behalf by an officer. If a soldier is accepted into the Imperial Sapper Corps, he must train for one year in military field engineering and defensive tactics before being put into a garrison and, ultimately, into the field.
Tactics: Sappers, valuable and low in number, are rarely called upon for conventional assaults, although they are quite apt for such duties if required. The main purpose of a sapper is to construct field defenses such as trenches and barriers ahead of a main assault force. Quite often, this also entails a duty to defend these emplacements until the main force arrives. Thus, sappers must be both quick and accurate with their rifles as well as having good hearing and eyesight to catch enemy advancements. More importantly, sappers must be well-drilled in special defensive tactics, including ideal cover positioning and hit-and-run maneuvers within battlements. The Survaekom Military officer's manual states that one company of sappers in their battlements should be able to hold off a force three times their size for hours with minimal casualties.
Armament: Aside from their main piece, either an artillery gun or machinegun, gunnerymen each carry an NMA Ranger II Carbine, a shortened version of the infantry rifle, and a slightly shortened version of an officer's sword. Gunnery officers are armed in the same way as rifle officers, although with a higher frequency of privately purchased arms due to higher pay.
Armor: Imperial gunnerymen, both regulars and officers, are alloted the same armor their counterparts in rifle units, but have a greater tendency towards additional, privately commissioned armor, as with their weaponry.
Training: In addition to standard infantry training, every gunneryman is expected to have had one year's study of ballistics at a military university, with the significant exception of machinegunners. After these come training specific to whatever piece a gunneryman is assigned to. Officers are required to have three-year degrees in ballistics and six months' study in artillery mechanics.
Tactics: The one universal objective of all gunnerymen is to operate and defend their respective pieces or batteries. Thus, they are drilled in some of the same defensive tactics as sappers.
Armament: Identical to gunnerymen; NMA Ranger II carbines and shortened swords for regulars, NMA Rider pistols and full swords for officers, along with any privately purchased arms. Sailors are also known to make use of non-traditonal weapons, such as fishing harpoons and cocktail bombs.
Armor: Due to the inherent protection a ship offers and the detriment of armor's drag in boarding situations, armor is not alloted to sailors, although those wealthy enough may choose to buy armor. A sailor's uniform consists, much like a sapper's, of simple cloth robes and hard-leather helmets with headdresses, although, unlike sappers, they are not of camouflage brown, but steel grey.
Training: Sailors are put through combat training roughly equivalent to that of a regular rifleman, with slightly more emphasis on close-quarters combat, but must also learn and drill in the collective duty of running and maintaining a naval vessel.
Tactics: Sailors rarely engage in direct combat, as Survaekom policy leans heavily towards destroying enemy vessels from afar rather than boarding them or facing boarding from them up close. When the latter is absolutely necessary, sailor units have been known to be rather creative, sometimes making double-pronged charges on both an enemy vessel's main deck and its lower decks -by entering through gun ports-, and even have undisputed claim to the earliest military use of the cocktail firebomb.
Imperial Artillery (When crews not engaged in combat)
Armament: Survaekom military doctrine arrogantly classifies artillery as firearms capable of firing projectiles of twelve pounds or more a distance of a mile or more (disqualifying most Indroien pieces). Standard shells are either contact-triggered or timed explosives, but timed shrapnel rounds, solid shot, chain shot, and canister shot are also commonly used.
Armor: Sandbags and large foxholes are the usual means of protection for field guns, but they often go without any direct protection at all. Fortress artillery batteries are naturally provided with the protection of fortress walls.
Training: (See Imperial Gunnerymen)
Tactics: Perhaps the most honored, respected, and feared aspect of the Survaekom military is its artillery, which is famous for its well-drilled operators and powerful explosive punch. The general doctrine of Survaekom artillery is to inflict as much damage as possible to the enemy for as long as possible from as far away as possible, and it has historically done well. However, Survaekom have been known to surprise their enemies with artillery presence directly among attacking field armies, sending shells and canister shot tearing through opposing lines without a chance of missing.
Imperial Machineguns (When crews not engaged in combat)
Armament: NMA Defender .72 caliber rifled machinegun: high-power, bandolier-fed, and capable of firing at a rate of six hundred rounds per minute at an effective range of 800 yards.
Armor: All machineguns are equipped with gun shields and may also be shielded by sandbags, ground cover from inside a foxhole, or fortress walls.
Training: (See Imperial Gunnerymen)
Tactics: Machineguns are powerful tools on the field and at the walls. Unlike artillery, machineguns are never left behind main infantry forces and find their greatest use on the front lines, where they mow down enemy ranks from covered positions while infantry alongside or behind give their protection and additional fire.8/26/2009 . Edited 3/26/2010 #3
((Additional posts would be nice.))9/28/2009 #4
Valbadu Colonial Army
Valbadu Battle Infantry
The heart and soul of all dwarven combat boils down to close-ranged melee. The basic infantry of Valbadu embodies all that the country values in warfare: courage, determination, and unwavering loyalty.
Armament: Every infantrymen is equipped with a warhammer, a waraxe, and a heavy shield, though the shield is rarely used except in defensive maneuvers and when falling back. Captains are usually armed with either the standard infantry arms, or, if they prove strong and adept enough, a special heavy weapon which combines the warhammer and waraxe onto one end and a small spear-like protrusion on the other, aptly named the devastator. The rare gnomes who join the frontline infantry wield a shortsword and light shield.
Armor: When it comes to armor, the dwarves believe the stronger and thicker, the better. Infantry units are clad in full-plate armor, giving them greater protection at the cost of speed and dexterity. The gnome members wear the same armor, only on a smaller scale.
Training: Any dwarf strong enough to wield the two weapons of dwarven mastery and loyal enough to die for their clan and country can become a frontline warrior, regardless of gender or social standing. Training to become a basic infantryman is a long and arduous task. It requires gaining the endurance to trudge endlessly in armor as heavy as yourself, learning the skills of combat and warfare, and may take an entire decade to accomplish. Gnomes, though smaller and weaker than the dwarves, sometimes find the drive and determination to become a soldier, and those that do are usually the paragon of loyalty and patriotism for their clan.
Tactics: Simply put, the first and foremost dwarven infantry tactic is to charge into battle and wear down the enemy. If that doesn't work, they switch to the defensive and wait for the artillery and ranged infantry to even the odds. Gnomes are less enthusiastic about charging headfirst into battle. They usually work their ways through crowds of enemies, striking low blows unseen amongst the taller dwarves or even taller enemies. The infantry form tight-knit formations, to prevent enemies from breaking through and taking out the artillery or spellcasters.
Valbadu Ranged Infantry
Though dwarves prefer close combat to ranged combat, the gnomes have been influential in persuading them to utilize greater ranged forces in their army. The combined forces of gnomish foresight and ingenuity and dwarven crafting and strategy, the ranged infantry are a major force in the Valbadu army.
Armaments: A dwarven ranged infantryman is equipped with either a heavy crossbow or a rifle, depending on their position in the group's formation. Each is also equipped with a shortsword to defend themselves when the enemy gets too close. A gnome has either a light crossbow or a rifle, and a dagger for melee combat.
Armor: To make moving in combat easier and allow better maneuverability, ranged infantry is equipped in studded leather armor, with chainmail chestpieces and helms of steel lined with thick hide for better protection.
Training: Unlike basic infantry, ranged infantry enjoys equal numbers of dwarves and gnomes. The training to perfect ranged combat usually takes just as long as basic infantry training though, as it combines the learning of ranged combat with a few lessons in melee combat, should the need for close combat arise.
Tactics: A ranged infantryman's main goal is to take out an enemy unit from as far away as possible as quickly as possible. Thus, to ensure the least amount of friendly fire, group formations are crossbowmen at the front and riflemen behind. Gnomes, to circumvent their short stature in battle, prefer to take higher ground to prevent firing at an ally in combat.
Valbadu Heavy Weapons Teams
The heavy weapons teams of Valbadu are comprised of long- and medium-range artillery, made up of cannons, catapults, ballistae, and machine guns.
Armaments: Catapultiers and ballistaers are armed with shortswords, on the off-chance that an enemy gets way too close, and a pistol, while machine gunners and cannoners are armed with short-range rifles fitted with bayonets.
Armor: Heavy weapons teams are the least armored of the Valbadu army's combat units. They wear simple light leather armor, though they are all equipped with studded leather helms with ear covers to offset the loud sounds of their artillery.
Training: The training to become a heavy weapons artilleryman is one of the most difficult and demanding of all the Valbadu army's units. It requires exact and precise knowledge of the weapons, their maintenance and care, and how to effectively use them in battle. Like ranged infantry, heavy weapons teams are comprised equally of dwarves and gnomes. Gnomes tend to have a more vast knowledge of the weapons, and dwarves, being much stronger, are more able to quickly load the weapon and adjust their settings.
Tactics: The strategies of heavy weapons teams is best explained by an old dwarven battle saying: Give them Hell from the front, but the Devil from the sky. While the melee and ranged infantry wear down the enemy, the heavy weapons teams let loose their fury, bombarding the enemy with iron-headed ballista bolts and heavy stone boulders and mowing them down with iron cannonballs and machine gun fire. The catapults and ballistae stay at the rear of the army, while the cannons and machine guns are more mobile, bringing greater firepower to the front lines.
The saboteurs are the stealthier side of the Valbadu army, breaking enemy morale and ruining equipment. Their worth is more apparent off the battlefield, and they rarely see combat. But if need be, they will aid the army's front line units, bringing their ways of subterfuge and sabotage to the field.
Armaments: Saboteurs are equipped with an array of items for their tricks. Daggers, pistols, garrotes, and saps are helpful for taking out enemy guards, though less so with soldiers. For that, they use grenades. For their sabotage and disabling, they have explosive charges, thieves tools, and various engineering equipment (screwdrivers, wrenches, hammers, and such).
Armor: Saboteurs wear padded leather armor, since heavier armor would interfere with their stealth. They also have a special backpack which carries all over their sabotage equipment, while their armor is specially designed with numerous pockets and compartments to hide weapons and goods, such as enemy plans.
Training: Saboteurs are the least numbered of Valbadu's units, as they are an elite corps of specialized persons. A saboteur goes through a special kind of gauntlet, testing their stealth skills, before they can earn the right to learn the darker secrets of assassinations and sabotage. Also, only a certain number of saboteurs are allowed to be trained, so the only way to become a saboteur is to wait for one to die and hope you can take their place.
Tactics: Sneaking through enemy lines, rigging warmachines and sabotaging equipment. Spiriting into forts and camps, assassinating captains and breaking enemy morale. Those are the goals of the saboteur, and they perform them with zealous dedication and drive. On the battlefield, they weave through the fray, sticking a dagger into a soldier here and tossing a random grenade there, wreaking as much havoc as they can before they slink back to the safety of their side.9/28/2009 #5
((Hey, Biblomancer, would you mind briefly going over the basic capabilities of your rifles and machineguns? Are your rifles muzzle or breech loaders? Do your machineguns use magazines or bandoliers? What caliber? What maximum effective range of fire?
Note: this might be an opportunity for you to prove your capability to not overpower your military.))9/29/2009 #6
((Oh, well, the reason why I didn't put in such specifications is because I don't really know much about gun mechanisms. That's more of my friends forte.
My machine guns are all medium Gatling-style machine guns, not easily portable, thus wheeled. They're belt-fed, with a somewhat below-average rate of fire. As for caliber, I honestly have no idea how caliber size equates to power or effective range. I know I'm making the machine guns less than average to balance out my rifles.
Rifles are going to be breech-loaded, though again, I'll need to read up on caliber and range of fire.))9/29/2009 #7
((Alright, what should I change about them to make them more acceptable? I'm sorry I'm not as well-versed in gun mechanisms and military hardware.))9/29/2009 . Edited 9/29/2009 #8
((Hmmm...now I feel reluctant to take advantage of the power you have given me.
I think that if you want to avoid flak, you should
A) Either defend what you do or admit fault and edit using your own judgement instead of constantly turning the tables on people by proposing a total overhaul of your nation or total control by another, which no one is suggesting.
B) Take the time to look over the capabilities of other nations before making decisions as to your own.
In this manner, I hereby admit fault with my earlier statement, being that I was in a bad mood at them time, and will now edit it into non-existence.
However, if you still want me to decide for you, I'd say you should keep your breech-loaders and bandoliers but do not have explosive shells. I think that is what you have already, but I am not sure.))9/29/2009 . Edited 9/29/2009 #9
((Oops, looks like you edited your post before I posted my response...
Nevertheless, I think I have a good, defendable point in it.))9/29/2009 #10
((Actually, I'd gotten rid of explosive shells earlier when I first introduced Valbadu. And I didn't mean to snap, but this whole day has been bad for me, what with people yelling at me from every corner.))9/29/2009 #11
((Okay, I can understand that. I was also in a bad mood earlier today.
I think I can say with honesty that I would like it if you replaced breech-loaders with muzzle-loaders, because, frankly, I like to have the upper hand in technology. But, I am master neither of the forum nor of you.))9/29/2009 #12
((Well, frankly, I could do that. But I'm still unsure of the rifle and machine gun's caliber and range statistics. probably something lower than average, just because I'd rather be underpowered than seem to be overpowered))9/29/2009 #13
((If it helps, I just added range and caliber stats on my machineguns in the military info.))9/29/2009 #14
((Doesn't really help. Just confuses me even more.))9/29/2009 #15
((Maybe you should consult your more knowledgeable friends.))9/29/2009 #16
|Evil Minion Number 2
New Indroien Army
Armament: One muzzle-loading, .65 caliber smoothbore musket and a socket bayonet are the two core arms of a regular musketeer. When in formation, no more are needed to perform a unit's duty. Officers, nobles, each carry a saber and two pistols.
Armor: A musketeer's flamboyant white shirt, coat, leggings, and tall hat do not, unfortunately, provide any protection for the wearer. Officers, however, enjoy the defense of steel plate cuirasses and helms.
Training: While lacking in diversity and versatility of arms, musketeers are very well-drilled and well-trained for combat. While a bayoneted musket may be seen as an impediment to a warrior accustomed to the use of a sword or axe, an Indroien musketeer is capable of using his weapon to his every advantage. In addition, musketeers are capable of bearing blistering marches and heavy losses without breaking even a tightly-packed Indroien infantry formation.
Tactics: Ranks, columns, and squares are the officially recognized formations of the Indroien infantry, and massed fire and bayonet charges the officially recognized forms of combat.
Armnament: One muzzle-loading, .65 caliber smoothbore carbine, two .55 caliber musket pistols, and a steel saber. Officers also carry lances.
Armor: Considered far more dignified than foot soldiers, Indroien hussars are rewarded for the noble status in a thick, steel plate-cuirass apiece. Officers enjoy protection for arms and shins as well, somewhat reminiscent of the feudal Indroien knights for which many nobles feel nostalgia.
Training: Hussars are each trained for a minimum of a year in combat and horsemanship; many are trained even longer. They are nothing less than elite warriors.
Tactics: Indroien cavalry units employ much more diverse tactics than their infantry counterparts, and their commanders tend to be much more adaptable to changing situations.
Armament: The Indroien artilleryman bears a .55 caliber musket-pistol and a saber to defend against potential enemy incursions into artillery positions, but these are generally unneeded, as even the best of Indroien artillery has range of no more than about a mile.
Armor: More dignified in rank than regular soldiers, artillerymen are equipped with plate cuirasses and helms.
Training: Artillerymen are all one-year graduates of military academies.
Tactics: The role of artillery in Indroien tactics is limited to a support role.10/14/2009 . Edited 3/26/2010 #18
Lance-Men: These men are armored in steel plate armor from head to toe, even their horses are armored in heavy chain mail. They have Lances that are hollow steel with a type of support structure within, this allows for a lightweight metal lance that won't collapse; though the lance tip is pure steel. They are expertly trained and not only are they armed with lances but also with steel longswords. They also have mid-sized steel shields that are mainly to be used with their lances, though many use it with their swords as well. Both of these weapons tips have been poisoned by a poison created by a combination of volcanic ash and herbs found near thermal vents, they call this poison 'Dragon's blood' because of the hot nature of it's ingredients. This poison forces a temporary total paralysis that acts for approximately eight to twelve hours. This poison also acts as an anti-coagulant so that victims usually bleed out; this allows for more corpses to be in a condition to be reanimated.
Axe-Men: These men ride on horseback with chain mail to give greater mobility, as well as a smaller shield which is steel plated. They wield a large axe, as well as two smaller throwing axes on the sides of their saddles. They have been expertly trained and often carry daggers as backups. Their horses are generally armored in leather and their axes are also poisoned with the Dragon's Blood poison.10/14/2009 #19
|awilla the hun
The Army of Novos Revantos
"The push of pike, the storm of bolt, and the wrath of the Gods."
Konsul Sarrissos Alexander on the Revantine way of war.
((Info to come.))10/31/2009 #20
Monarchy of Ashvinau
Ashvin military is very simple, having two main
The Madhu wield short range weapons and use direct attack, charging into opposing troops as a unified force.
Armament: The majority of Madhu carry a short sword, usually made of iron or steel, and 1.5 feet in length. A dagger is also used for quick killing blows. Higher ranking Madhu are allowed a baselard, but it is more so used in giving non-verbal orders rather than fighting.
Armor: Chain-mail is the standard armor of all Madhu, followed by leather and light steel plating. Burbute and Close-helms are worn by lower and mid ranks, while uppers use Great-helm or Burgonet. Most Madhu carry lightweight shields, but are taught to defend with the sword, if necessary.
Training: Madhu are mostly drafted individuals, who are trained early on to fight, and are required to review every two months. The strongest, fastest, most resistant to pain, and all around toughest are put through a one year program before being returned home. Those wishing to specialize or become officers may chose a certain course that often lasts two to three years.
Tactics: Several zigzag shaped formations are commonly used with Madhu, shields merged to create a wall. They are mostly used as defensive soldiers due to Ashvinau's peaceful nature, but when attacking, they often go in head on. This is effective due to their strong shields and formation, which traps enemies within a circle of blows.
Telkah: The Telkah use long range attacks, as opposed to Madhu.
Armrament: Telkah often carry a bow, and steel tipped arrows, along with throwing axes, and the occasional Javelin. These are thrown from a distance, and the bows can fly for very long range. They can also fire at the same time, creating a deadly rain of knives.
Armor: The Telkah are far more lightly armoured than the Madhu, using light leather and some chain-mail. This is to allow quick movement and fireing, which is crucial to the Telkah's way of war.
Training: Like all Ashvin armies, the Telkah o through a basic program for one year in standard combat. Most of them, if not all, have taken special classes in archery, and therefore are rarer than the other ranks. They are taught sharp aim, loading, and unit fire.
Tactics: These troops often use high ground to their advantage, catching their opponent from behind. They are mainly deployed on defensive missions.12/5/2009 #21
The Confederacy of Sesaba
Research and Developement Platoon
The Research and Developement Platoon is a non-combat platoon dedicated to the developement of weapons and biological defense. They manufacture thousands of acidic bullets and canisters for carbon guns within a day, as most of the weapons used by the Sesaban military are easy to create. All of the men in the research and Developement Platoon are officers, at least of the rank of O4, and thus, the ranks go from O4-O9, with 13 seats, a captain, and a lieutenant.
They have a large laboratory in the capital city of Seret, and are used to working long night hours. They are mostly graduates from the Research and Developement Candidate School, which is next to the Military Candidate School and the Carbon Regiment Candidate School. They spend about 8 years getting their education.
The Whitemask Corps are the largest division of the Confederacy's military and consist of about 5,000 men. However, they are also the least trusted by foreigners, as they are the primary initiators of bilogical warfare.
Enlisted men in the Whitemask Corps are given ranks of E1-E9, and officers are given ranks from O1-O9. However, there are no equivelents to Generals or Colonels, and the leadership of the regiment is heald by a Captain, a Lieutenant, and 13 seats after them. The current Captain is Nalene Tirnett.
Armament: The Whitemask Corps are equipped with what could be considered the most devastating in the range of the Sesabans' bilogical weaponry, Carbon Guns. These guns, created by the Research and Developement Platoon, are not shaped as a gun in a traditional sense. They contain a gas mask that is forced onto the victim's mouth and nose, making them a close range weapon, and have a canister of compressed CO3 atatched to the mask. There is a lever, a metal bar to be more exact, near the top of the can, that acts as a safety valve and a trigger. When the Carbon Gun is used, the lever is hit with a large amount of force with the heel of the hand. The way that the lever is designed is that there is a metal plate that blocks the canister's exit. When the lever is hit forward, it moves the valve into a diagonal tilt, allowing compressed CO3 to escape.
Armor: The armor of the Whitemask Corps is minimal to allow for a great range of motion, because there is almost always a struggle from the enemy when the masks are administered. The Whitemask Corps do, however, have to wear adaptive masks and blinders when they leave the country--hence why most battles take place on home turf.
Training: Minimal training is required for the Whitemask Corps, and they graduate after two years of training in Military Candidate School. However, Nalene tends to rigorously drill them as a way to keep them sharp.
Tactics: Due to their weaponry, they always have to attack from the front. Flanking, which is beneficial to most militaries, creates a further struggle for them as they must be facing the enemy's front in order to force the masks onto them. They are known for their well camoflaged ambushes on enemy camps at night, and are very well versed in the element of surprise. It is a well known fact that Nalene tends to 'come out of nowhere' and startle his soldiers to remind them to stay alert.
Carbon Regiment and Carbon Regiment Candidate School
The Carbon Regiment is the most well known of all of the forces under The Confederacy, and it could be assumed that this is because of their rather intimidating external appearances--although an argument could also be made that they are the few members of the armed forces that are able to leave to perform foreign missions.
All of the members of the Carbon Regiment hold the status of Officers, with the ranks of O1-O9. However, there are no equivelents to Generals or Colonels, and the leadership of the regiment is heald by a Captain, a Leiutenant, and 13 seats after them. The current Captain is Lercet Enlowi, and the current Lieutenant is Ilecke Kinore.
Armament: The Carbon Regiment is equipped with muzzle loading rifles, but their accuracy is extremely impaired even after years of training because of the steel blinders worn to protect their eyes from light. These muzzle loading rifles are equipped with acidic bullets with a pH range of 1-3. They tend not to be a combat based unit, although they are trained in basic military skills for self defense.
Armor: Special precautions have to be made to ensure the safety of Sesabans when they leave their polluted enviornment. Their skin, paper white due to complete lack of sunlight, is extremely prone to sunburns and more importantly, Sun Poisoning from overabsorption of Vitamin D. In order to prevent this, solid black uniforms are worn that cover the Regiment's bodies almost entirely, with gloves for their hands and steel toed boots. However, the ears are not covered as they are needed for hearing. The most notable trait about the Carbon Regiment's men is that they all wear heavy, centimeter thick steel blinders that are used to prevent any light from getting into their eyes. This would cause blindness, because although their haws can rise and cover the eyes, they cannot filter out light. The blinders are taken off after dark. The Regiment is named for the thick sheets of carbon that are worn over their noses and mouths to dilute the high levels of oxygen in these settings. However, the masks are not without their downfalls, and create a higher concentration of Carbon in the body, causing more frequent barking up of phlegm, at intervals of about fifteen to thirty minutes apart.
Training: The Carbon Regiment's members are the most highly trained of all of the soldiers in the miliatary of the Confederacy. Before graduation, they must spend 10 years in training at the Carbon Regiment Candidate School, which is now located in the Capitol city of Seret. In these ten years, they are taught several languages, understanding of culture, usage of weaponry, foreign delegation and etiquette, and how to operate using blinders. However, there is a noticable difference in the way that the C.R.C.S. handled foreign etiquette, culture, and languages. In the first twenty years of the school's founding, the three were taught as a means of maneuvering through them, not understanding them. Because of this, older members of the Regiment tend to be less understanding and on the edge of prejudice.
Tactics: The Carbon Regiment is normally not used for combat, but when they are, they tend to strike at night, due to the obvious disadvantage of having to wear blinders in daylight. They tend to target parts of the lines that are less stable, and in battle always split off into squads of nine to ten, attacking from numerous angles, although the two most common are flanking and coming directly from the front.
1st Mounted Cavalry
The First Mounted Cavalry rides on large, powerful equine creatures called Kiffirs, which are about the size of a Bush Elephant, standing at 10 feet at the withers. They have wider shoulders than hindquarters, as they were bred to be able to support very heavy amounts of weight, and are built with the same build as a draft horse. Their coats are thin and tend to be red roan or slate gray roan.
Armament: The First Mounted Cavalry primarily uses muzzle loading rifles that are equipped with Acidic bullets with a pH of 1-3, which is easily enough to create serious chemical burns and eat away at flesh. However, the downside to this is that their rifles tend to jam very easily, making them vulnerable if that does happen.
Armor: The 1st Mounted Cavalry does not really use very much armor, although protective materials are usually worn when fighting outside of the home front.
Training: The cavalrymen are trained not only in aim but also in the art of controlling large animals, which they are able to use not only on Kiffir but others as well. Once a man is assigned a Kiffir it becomes his primary duty in the military to manage it. The men are trained in very basic farriering and medical treatment, and create their own shoes for their mounts.
Tactics: The cavalry tends to come at the enemy from all angles, as being on the large, endurant Kiffirs makes the rate of being wounded much less. The Kiffirs in themselves can serve as a weapon, as they weigh several tons and can break bones and cause serious injury as they run onto the front lines. However, they are severely prone to becoming frightened by movement around their legs, so they are not usually ridden into the midst of the battle due to safety concerns not only for the Kiffir but also for the rider.
Should a military officer or enlisted man die, a special military funeral service is held. Mourning garments called inverses are worn by the funeral attendants, and if the death was of a member of any of the wings of the military schools, the cadets are required to wear inverses as well. Inverses differ slightly from unit to unit, but overall they are slightly modified versions of the original uniform.
An old funeral tune from the original motherland is played for the soldier that has fallen, and the First Mounted Cavalrymen play bagpipes that accompany them. Each of the Lieutenants will step forward and say their words, and after that the captains will say theirs. His weapon is broken in half by a selected party to signify that his term of service with the military is over and that he has served them well; afterwards the weapon is placed in the casket.12/6/2009 . Edited 12/9/2009 #22
The Military of the Rothe Principalties
Men consripted and trained from families that have sworn loyalty to the prince. They form an irregular force raised in times of war, what they lack in quality and discipline they make up in numbers and ability to be 'levée en mass'. However some princes make better use of their people having specialised forces to call upon. (* means conscripted force). Militia equipment varies depending on the prince's capability to arm them.
Amament: Basic gear consists of an arquebus with a plug bayonet and a shortsword.
Amour: Scale armoued vest, helmet
Training: minimal, trained to fire in unison, fix bayonets, form defensive square but not much else.
Tactics: Used in large numbers, depend mainly on mass fire to win. Will deliver bayonet charges only when confident, rely on Officers to coordinate them and priests to keep morale up.
*Pike or polearm men
Armament: Pike or halberd, shortsword as last resort
Armour: Brigantine vest with light cuirass and helmet
Training: slightly better than militia men.
Tactics: Will either form defensive wall or advance in formation slowly. used in large numbers and need officers.
Veteran militiamen promoted and issued better equipment.
Armament: Modified flintlock Arequbus for greater range, shortsword, slimtip bayonet
Armour: Brigantine torso armour, minimal scale armour to protect limbs and helmet
Training: minimal but befits from experience, trained to fire in unison or by rank, fix bayonets, form defensive square and close combat
Tactics: Relies on fire power to take down enemies but have enough experience to engage in close combat effectively. Still needs officers for directions but will not panic or be hopeless without them.
Desperate men, murderers, the mentally ill and sociopathes are all found amoungst the ranks of the havocs. Granted amnesty for fighting in the princes service or having a chance at bloody combat these men are found in thick of battle.
Amament: primitive single shot 'shotgun', primitive grenades (smoke and shrapnel) and whatever they can get their hands on.
Armour: camoflage cloak
Training: none its a hobby
Tactics: sneak up on the enemy during the thick of battle and attack with everything they have.
Huntsmen conscripted during war to act as scouts and skirmishers.
Armament: short bow, bear traps, primitive mines and hunting knife
Armour: none, rely on camoflague
Training: nothing just hunting experience
Tactics: Act as scouts and set traps to hinder the enemy. Will ambush enemy when needed then withdraw.
These people make up the warrior caste of the Rothe Principalities. These families have a proud military past and have developed very specialised soldiers. These families fight for princes in return for money, resources and favours.
Elite gunpowder infantry
Armament: elaborate flintlock musket, sword bayonet, long sword and 2 small stick grenades.
Armour: light steel cuirrass over brigantine vest and very light plate vambraces and shin guards
Training: intense, trained to fire in unison or by rank, fix bayonets, form defensive square, fire while advancing and formed charge.
Tactics: Relies on disciplined firing and regimental combat, will tend to try doing as much damage while advancing then finishing off the enemy in melee combat.
Elite melee infantry
Armament: Long sword, 6 light javelins
Armour: Brigantine with medium cuirass and helmet
Training: Trained from birth
Tactics: Either showering the enemy with javelins before charging into the enemy, or throwing javelins into charging enemy before counter attacking.
Armament: Fire Lance (flamethrower contraption)
Armour: very protective half plate
Training: medium, recruits with a particular 'love' of flame are chosen
Tactics: usually used for defense and discouraging the enemy preferring to wait for the right moment to spray the flame everywhere.
mobile light artillery, 3 man teams consisting of a loader, pusher and firer
Armament: handcannon with shrapnel, chain or flame (cannon ball covered in oil soaked rag) shot, mounted on small carriage, and short swords
Armour: medium brigantine
Tactics: focus on damaging fortifications or important units, also will attempt to cause panic and scatter enemies.
(will update when necessary)1/30/2010 . Edited 2/1/2010 #23
((Nice job with the military info, Huai. However, I would like to point out a few things, if you don't mind.
Firstly, do know that 17th-century firearms were extremely vulnerable to weather conditions. This was especially true for match-lock firearms (as used in most arquebuses, for example). Even flint-lock arms were susceptible, though they were generally more hardy (as well as cheaper) than wheel-locks and match-locks, and it was not until the invention of the percussion cap (early 19th century) that guns could be used effectively in poor weather.
The medieval "hand-cannon" was not handheld artillery, but rather a primitive musket of sorts. Actual hand-held cannons didn't really work out until the use of mortars and mini-Congreve rockets in the very late 19th century. Issues of recoil, heavy weight, and accidental explosions were too great before that point. However, if by "hand-cannon" you mean a small wheeled artillery piece like a miniature serpentine pushed by a single man, then ignore the aforementioned correction.
Do know also that I don't mean this as a criticism of your military as a whole. I just want to help you come out with a historically/scientifically accurate military. Such accuracy helps a lot so people can't suddenly draw up objections with your army right at the time of battle. I know this from experience: I was once King of Military Inaccuracy. =) ))1/30/2010 . Edited 1/30/2010 #24
((thnx for the help, I'll make some edits, but does anyone have any ideas on how to make the fire arms more reliable?))1/30/2010 #25
((Using flintlock mechanisms helps, but those weren't prevalent until the 18th century. My other suggestion would be to make your army more like an actual European 17th-century army, with pikes/polearms and crossbows (and possibly longbows) along with firearms. Crossbows and longbows required much more extensive training to use than guns, but they were much more accurate and reliable.))1/31/2010 #26
((Not quite true. Crossbows had the same training advantages as firearms (easy to train peasants to use them), but cost more to make, and were just as useless in wet weather as guns. Longbows were likewise useless if the string was wet, although it was easier to keep the string dry since a longbow could be unstrung until needed.
Remember that there are a lot of firing methods for guns- flinklock, matchlock, wheel-lock, and snaplock just to name a few- and that reliability isn't that much of an issue. Yes, matchlock arabesques were useless in damp weather and would sometimes misfire, but bows and crossbows suffer similar disadvantages in the rain, not to mention the problems with visibility. Even armored soldiers and melee fighters have a harder time slogging through the rain and mud. It doesn't particularly matter if a few matchlock rifles misfire if there's a whole firing line of soldiers standing by.))1/31/2010 #27
((I added 2 more units and I just want to say that an army from the principality really depends on the prince's resources and people for his militia and if he has money to hire better troops from the mercenary families.))2/1/2010 #28
((I stand corrected, MW. Thank you for revealing my error.
Another note: Shrapnel/explosive shots were a 19th century invention. The idea of filling a cannonball with gunpowder seems simple, but apparently it couldn't be done in the 17th century. MW, help me out. Was it lack of industry, machinery, tools, or some other 19th century device or concept that made explosive shells impossible to mass-produce before the 1800s?))2/1/2010 . Edited 2/1/2010 #29
((By sharpnel shot i meant filling the barrel with musket ammo and shards of metal, but thank for letting me know, I'll edit.
I also want to point out that the colony comes from a more advanced empire, but left alot of technology behind and can't rebuild them here.))2/1/2010 #30
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