New units

Talk about Green Ronin's A Song of Ice and Fire RPG, based on George R.R. Martin's best-selling fantasy series. Winter is here!

Moderator: Super Moderators

New units

Postby Kajani » Sun Jul 18, 2010 11:53 pm

I want to ask what you think about the data I have created for units with crossbows and for mounted archers. Do you believe this units are neither overpowered nor to weak and could be used?

Crossbow-men

These fighters are trained with crossbows. They are very strong in defensive positions, but in an open battle they are hampered by the great weight and the slow rate of fire of her weapons. It is quite common to equip such units with tower shields (which cost one point of wealth per unit), but this makes them even slower. Such units are often in use during sieges, both in defending and in attacking castles and towns. In any case they could only strike once per round.

Power Cost: +4
Discipline Modifier: +0 in fortified positions (including provisional field positions), +3 in open battle
Key Abilities: Agility, Awareness, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 3/ 4
Armor Penalty: -2/ -2
Bulk: 0/ 0 (2 with tower shields)
Fighting Damage: Athletics -1/ Athletics
Marksmanship Damage: Agility +1, Long Range, Armor Piercing 1/ Agility +2, Long Range, Armor Piercing 1


Mounted Archers


These units are rare in most parts of Westeros, but common in Dorne and in the “armies” of the Dothraki. In most cases they are only light protected and use light horses, for example the sand steeds of Dorne (which are quite famous). North of Dorne, there are only very few such fighters, and their use does in most cases not fit with the typical warfare of the knights.

Power Cost: +5
Discipline Modifier: +3
Key Abilities: Animal Handling, Agility, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 2/ 3
Armor Penalty: -1/ -2
Bulk: 0/ 0
Fighting Damage: Athletics/ Athletics+1
Marksmanship Damage: Agility +1, Long Range/ Agility +2, Long Range
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Iron Legs » Sat Jul 24, 2010 11:40 am

Good work but the crossbow has a lower fire rate than the bow. Shouldn't that be represented somehow?
Iron Legs
Supporting Cast
Supporting Cast
 
Posts: 125
Joined: Fri Oct 02, 2009 3:50 am

Re: New units

Postby Paedrig » Mon Jul 26, 2010 2:56 am

Hmm...
I think, the problem is, that in the Rules, the crossbows are not so much slower, than a Bow.

In reality of course, a longbow can shoot four ore five times, while a Crossbow only shoot once. But in the Rules that we shoulduse, loading a heavy crossbow is only a greater action (and an simple action, to load a medium, as far as I remember).
I don't think it would be appropriate, that a crossbow-unit could only shoot once every two terms.
They would be too bad to use them in game.
Paedrig
Aficionado
Aficionado
 
Posts: 515
Joined: Sat Jan 30, 2010 12:58 am

Re: New units

Postby Kajani » Mon Jul 26, 2010 3:14 am

Alright, that's why I write: "In any case they could only strike once per round." (Last line of the text for the crossbow-men) :wink: I still have mentioned the fact that crossbows are slower.
Ok, you could also say that this is not right from me, because siege weapons may strike more than once... :oops: (or at least I have not found that this is not possible, but may have not seen it). But I think it is better to limited the possibilites of crossbows a little bit.
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Wed Oct 05, 2011 6:11 am

Here is my idea for light cavalry (I am not so glad with combine raiders+cavalry, because of the question of equipment and the costs seem a little bit to high).

Light Cavalry

These men are a less expensive but also less reliable alternative to regular units of cavalry. They wear only light armor and attack in most cases with javelins, spears and shorter weapons. They are not designed to crush units of well organized infantry, but for swift raids, recognisance operations and attacks from the rear or flanks. They are also designed to hunt down light infantry, archers or fleeing forces. They are often less disciplined than regular cavalry because they are often build out of mercenaries and similar people. Units of this type are quite common in Dorne, and the Dothraki fight in similar way.

Power Cost: +4
Discipline Modifier: +0
Key Abilities: Animal Handling, Fighting, Marksmanship

Start Equipment/ Equipment Upgrade

Armor Rating: 3/ 4
Armor Penalty: -2/ -2
Bulk: 0/ 1
Fighting Damage: Animal Handling + 2/ Animal Handling + 3
Marksmanship Damage: Agility +1, Close Range/ Agility +2, Close Range
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Sat Feb 25, 2012 1:00 am

In addition to the upgrade of equipment in the books (mantlets, ladders, ram, turtle, siege tower etc.), may it possible to mount units which are not real cavalry to strengthen her strategic and perhaps even tactical speed? The English Archers often ride between the battles, as far as I know – as long as the horses could be keep alive. So perhaps for one or two wealth-points it should be possible to mount units. That make them not to riders, and I think in battle they must follow a command do dismount, and after dismounted it is difficult to mount again. But I think it could be possible to add this equipment…
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Kajani » Wed Aug 29, 2012 9:28 am

I want to ask what is the opinion of other players and narrators of the right way to handle units with smaller size. That is of course no problem if ALL units are smaller, but what is with half- or quarter-units in a normal combat? Sometimes I think it make sense to recruit of some specialist not a complete unit of 100/ 20 men - for example scouts, engineers, special or support units (and even mixed mounted units, for example mounted scouts or similar).

I would say - partly using rules another player had in mind - that a "half" unit (50 men on foot or 10 riders) may cost 2/3 (round up) of a full scale unit, inflict damage -1 and may have reduced health. I am not sure if this should be cut to an half, but this may be an option (or two third).
A unit of 25 men on foot may cost only 1/3 /round up) and had reduced damage in battle of -2, and a health between 1/3 and 1/4.
Equipping such units cost of course less wealth points.
Of course a reduced engineers unit could handle only the half or a quarter of siege-weapons (their damage is not reduced).
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby superbat_99 » Tue Sep 04, 2012 10:35 am

I would make the crossbowman cheaper, probably +1 to power. They took significantly less effort to train to be effective and then have them shoot every other round.
superbat_99
Dabbler
Dabbler
 
Posts: 50
Joined: Sat Aug 13, 2011 10:41 am

Re: New units

Postby Kajani » Fri Sep 28, 2012 10:25 pm

superbat_99: That made sense.

Anyway, here is another type of unit about which I had thinking a while...

Elephants

This kind of unit is only in use beyond the civilised parts of Westeros. The wildings north of the Wall use mammoths in war, and some civilised armies beyond the sea use elephants, including the (in)famous Golden Company. The elephants of civilised armies are often armoured, their tusks equipped with huge scimitars, their flanks covered with leather, mail or scale. On their neck not only a rider is placed but also a basket-like “saddle” for three to five soldiers armed with long lances, bows and crossbows. Elephant-units are expensive in creation and need a lot of food and care, but they are effective – they could frighten even trained cavalry. On the other hand, elephants sometimes go in a fighting frenzy or panic when attacked with fire. A typical unit includes around ten elephants and between 40 and 60 men. They are faster than infantry but not as fast as riders – moving normally 60 yards a round, four times of that if they sprint, but the movement is reduced by bulk as normal.

Power Cost: +7
Discipline Modifier: +0
Key Abilities: Athletic, Endurance, Fighting

Start Equipment/ Equipment Upgrade
Armor Rating: 4/ 6
Armor Penalty: -2/ -3
Bulk: 1/ 2
Fighting Damage: Athletic + 4/ Athletic + 6
Marksmanship Damage: Agility +1, Long Range/ Agility +2, Long Range

Special: Facing elephants result in a modification of discipline +3 for units which had no experience or training with such foes. However, if attacked with fire, the elephant-unit must make himself a discipline-roll or become routed.
Elephant-units starts with an increased Endurance of 3 even if they are green - the endurance of the elephants is oc course higher, but this reflects that the men who rode the elephants are a important part of the unit too.
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Flagg » Sat Sep 29, 2012 3:51 am

Kajani wrote:On their neck not only a rider is placed but also a basket-like “saddle” for three to five soldiers armed with long lances, bows and crossbows.


Are you describing a howdah?
User avatar
Flagg
Henchman
Henchman
 
Posts: 296
Joined: Sun Sep 02, 2012 3:45 pm
Location: The North

Re: New units

Postby Kajani » Sat Sep 29, 2012 7:12 am

Sort of – a thing like that. The problem is, I have no clear information how the elephants were equipped during the ancient wars in which they see with-spread use (the first two Punic wars and several wars in the Middle East). Maybe the terminus techniques is for that not appropriate
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby Paedrig » Sat Aug 31, 2013 1:48 am

Slingers

Slingshots are certainly the less costly ranged weapons at use - and their ammunition (normally stones) is almost for free. The weapon is also very common around smallfolks - even in areas were many other weapons are restricted. So it is quite easy and cheap to muster a unit of slingers.
However like the slingshot itself slingers are the 'weapon of the poor' - normally undisciplined and not very effective in comparison to 'real' archers. They are mustered when there is no money and arms available for more powerful units. Even rebellious peasants and some of the more uncivilized tribes of the north and the mountains of the moon tend to use slingers in warfare.
Ill armed and armoured slingers must be protected by others units or become an easy prey in close combat situation - however their mobility and long range armament make them useful for supporting advancing infantry, for ambushes, and for defending fortified positions.


Power Cost: +2
Discipline Modifier: +3
Key Abilities: Agility, Stealth, Marksmanship

Start Equipment/Equipment Upgrade
Armor Rating: 0/2
Armor Penalty: 0/-1
Bulk: 0/0
Fighting Damage: Athletic-1/Athletic
[Marksmanship Damage: Agility, Long Range/Agility +1, Long Range
Paedrig
Aficionado
Aficionado
 
Posts: 515
Joined: Sat Jan 30, 2010 12:58 am

Re: New units

Postby coldwind » Sat Aug 31, 2013 8:49 am

Kajani wrote:Alright, that's why I write: "In any case they could only strike once per round." (Last line of the text for the crossbow-men) :wink: I still have mentioned the fact that crossbows are slower.
Ok, you could also say that this is not right from me, because siege weapons may strike more than once... :oops: (or at least I have not found that this is not possible, but may have not seen it). But I think it is better to limited the possibilites of crossbows a little bit.


Step 5: Siege Engines under Using Siege Engines, it says that siege engines can only fire every other battle round. That said, an Engineer unit can control up to four, so you might still be able to get off multiple shots in a given battle round.
coldwind
Aficionado
Aficionado
 
Posts: 522
Joined: Thu Jan 06, 2011 2:20 pm

Re: New units

Postby Kajani » Sun Sep 01, 2013 12:47 am

Of course you are right, I hadn't that in mind at this moment. But I must say, a unit of enginers which use two or more "groups" of scorpions would be devastating on the battlefield...
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby coldwind » Sun Sep 01, 2013 7:28 am

Kajani wrote:Of course you are right, I hadn't that in mind at this moment. But I must say, a unit of enginers which use two or more "groups" of scorpions would be devastating on the battlefield...


Yup. They do take up orders though, so your troops won't do as much.
coldwind
Aficionado
Aficionado
 
Posts: 522
Joined: Thu Jan 06, 2011 2:20 pm

Re: New units

Postby Paedrig » Sat Sep 28, 2013 12:50 am

Here again some ideas to increase the pool of Military units: Heavy Infantry, Skirmishers and Pikemen.


Skirmishers
These units are lighter armed and armoured than normal infantry. They try to evade pitched head-on-head combat and rely more on mobility and flexibility. Such kind of warfare needs men who could act more independent, but this has some negative effects on discipline. Armed with javelins and short side arms, skirmishers can do damage in close and ranged combat. Normally they are used to ‘soften up’ the enemy, to protect the flanks of an army or for semi-autonomous tasks like raiding, armed reconnaissance, forage etc.

Power Cost: +3
Discipline Modifier: +3
Key Abilities: Athletic, Fighting, Marksmanship

Start Equipment/ Equipment Upgrade
Armor Rating: 1/ 3
Armor Penalty: 0/ -2
Bulk: 0/ 0
Fighting Damage: Athletic + 1/ Athletic +2
Marksmanship Damage: Athletic, Short Range/ Athletic +1, Short Range

Special Rules: As ‘normal’ infantry they are armed with shields and can built formations like shield wall, tortoise and phalanx (although they generally prefer a not so static and ‘conventional’ form of warfare.


Pikemen
These men are named after their main weapon, the pike, a spear of around four or more yards length (they often wear only light secondary weapons). There are several sorts of units of this type. While some (often ill-trained and ill-equipped) town-guards use such weapons in war, especially the pikemen from the Westlands are famous and honoured for their courage and abilities. Not so expensive like "normal" infantry (but also not so flexible against attacks from the flanks and rear) these are units for battles in open terrain and with clear frontlines. It is said that trained units of this type are among those happy few which might survive a direct attack from trained cavalry, if they are placed well.
Power Cost: +3
Discipline Modifier: +0
Key Abilities: Athletic, Endurance, Fighting

Start Equipment/ Equipment Upgrade
Armor Rating: 3/ 4
Armor Penalty: -2/ -2
Bulk: 0/ 1
Fighting Damage: Athletic+1/ Athletic+2

Special Rules: While such units could build a phalanx (their typical formation in battle, in fact), they lack shields and therefore are unable to form a shield wall or tortoise. Units of this type could never charge. If they operate in battle formation, phalanx or square formation, they negate the effect of charging hostile units (in battle formation or phalanx only if the enemies attack them head on head).
An attack from the flanks or rear increases the Discipline Modifier to +3.


Heavy Infantry
Like their name already reveal, these units are heavy armoured and armed with two-handed weapons (heavy battleaxes and warhammers, Great- and Bastardswords, flails or halberds). They can crush almost any other unit of foot soldiers and can take a great deal of damage before they become disordered. However they are also costly and relatively slow, limiting their usefulness in rough terrain. It is also not easy to find enough men who are able and trained to wear heavy armour and use two-handed weapons. Heavy Infantry is often used as backbone of a battlefront, which could crush the hostile lines or could form a line to which other units can fall back. Some armies use heavy infantry for the deadly first charge, breaking up the ranks of their enemies. Such units are called "lost hope", since few of the soldiers survive for long.
Power Cost: +5
Discipline Modifier: +0
Key Abilities: Athletic, Endurance, Fighting

Start Equipment/ Equipment Upgrade
Armor Rating: 5/ 8
Armor Penalty: -2/ -4
Bulk: 3/ 3
Fighting Damage: Athletic+3/ Athletic+4
Special Rules: In contrast to "normal" infantry (or personal guards and mercenaries) heavy infantry is not equipped with shields and because of this unable to build formations like phalanx, shield wall and tortoise.
Last edited by Paedrig on Sun Sep 29, 2013 12:53 am, edited 1 time in total.
Paedrig
Aficionado
Aficionado
 
Posts: 515
Joined: Sat Jan 30, 2010 12:58 am

Re: New units

Postby Kajani » Sun Sep 29, 2013 12:51 am

I add a slightly changed version of crossbow-men, and my idea for transport-vessels, since I believe there is some need for that type of ships. Comments welcomed...

Crossbow-men

These fighters are armed with crossbows. They are effective in defensive positions, but in open battles they are hampered by the great weight and slow fire rate of their crossbows. It is quite common to equip such units with mantlets, and they usually are better protected than archers, but this makes them even slower. Such units (slow but relatively immune against enemy ranged weapons) are often used during sieges, both in defending and in attacking castles and towns. As archers crossbowmen are less disciplined than normal infantry and vulnerable in close combat (and too precious to be risked).

Power Cost: +3
Discipline Modifier: +3
Key Abilities: Agility, Awareness, Marksmanship

Start Equipment/ Equipment Upgrade
Armor Rating: 3/ 5
Armor Penalty: -2/ -3
Bulk: 0/ 2
Fighting Damage: Athletics -1/ Athletics
Marksmanship Damage: Agility +2, Long Range/ Agility +3, Long Range

Special rules: Crossbow-men could only fire twice per round, anyway how much commands the commander could give.


Transport vessels

While warships fight the battles at sea and often bring the first boots to the shore in any landing-operation, a great part of the transport over sea is run by hired merchant-ships. Often the need for troops and supply is much higher than the number of warships, and their cargo is often limited, especially in the case of the smaller galleys. Because of this many lords hire (or force) civilian merchants to support their fleets. These ships, in most cases sailing ships with one or two masts, are very vulnerable to attacks by warships (or siege weapons). While they are not completely defenceless in most cases they lack heavy weapons and a well trained, well armed crew who could counter a ramming- or boarding-attempt. Some lords invest money and training to solve this problem, but their ships are never an equal opponent for a warship. In wartime such ships often form convoys which are protected by warships. However they have one big advantage – if the war is over, they are a good source of income for their owner when they go back to their civilian duties.
Power Cost: +5/ +6
Discipline Modifier: +3
Key Abilities: Awareness, Fighting, Marksmanship

Start Equipment/ Equipment Upgrade
Armor Rating: 3/ 5
Armor Penalty: -/-
Bulk: -
Fighting Damage: Athletics/ Athletics +1
Marksmanship Damage: Agility, Long Range/ Agility +1, Long Range,
Special Rules: Transport-vessels could only be used in terrain with a shore, open sea or at least a river, pond or lake. A unit of transport vessels is build out of five ships and could transport two units of ground forces, four if they are “upgraded” further, which cost an additional power point (what in that case mean the ships are simply greater). During peace-times such units modify the Houses Fortune-roll with a +1 modifier because of the trade-benefits. A commander or sub-commander could be attached to such a unit without loosing the ability to give commands.
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby B-Type » Sat Oct 05, 2013 12:06 am

Kajani wrote:Sort of – a thing like that. The problem is, I have no clear information how the elephants were equipped during the ancient wars in which they see with-spread use (the first two Punic wars and several wars in the Middle East). Maybe the terminus techniques is for that not appropriate


Both in India and the Punic Wars they used a very large howdah: men on the top used arrows to attack farther targets, while men at the sides used long pikes to fend away troops at the elephant's feet, as if enough men used enough spears on them the elephant might rear up or get scared.
B-Type
Cohort
Cohort
 
Posts: 175
Joined: Mon Jan 12, 2009 1:48 am

Re: New units

Postby B-Type » Sat Oct 05, 2013 12:16 am

Kajani wrote:I add a slightly changed version of crossbow-men, and my idea for transport-vessels, since I believe there is some need for that type of ships. Comments welcomed...

Crossbow-men

These fighters are armed with crossbows. They are effective in defensive positions, but in open battles they are hampered by the great weight and slow fire rate of their crossbows. It is quite common to equip such units with mantlets, and they usually are better protected than archers, but this makes them even slower. Such units (slow but relatively immune against enemy ranged weapons) are often used during sieges, both in defending and in attacking castles and towns. As archers crossbowmen are less disciplined than normal infantry and vulnerable in close combat (and too precious to be risked).
mber of warships, and their cargo is often limited, especially in the case of the smaller galleys. Because of this many lords hire (or force) civilian merchants to support their fleets. These ships, in most cases sailing ships with one or two masts, are very vulnerable to attacks by warships (or siege weapons). While they are not completely defenceless in most cases they lack heavy weapons and a well trained, well armed crew who could counter a ramming- or boarding-attempt. Some lords invest money and training to solve this problem, but their ships are never an equal opponent for a warship. In wartime such ships often form convoys which are protected by warships. However they have one big advantage – if the war is over, they are a good source of income for their owner when they go back to their civilian duties.


I feel the need to note that archers with heavy crossbows, properly called "arbalesters", were actually elite troops back in the day thanks to the comparative expense of the weapon. They were also usually men-at-arms (professional soldiers) where most longbowman were mercenary troops. Genoese Crossbow mercenaries were widely considered some of the most professional mercenary troops in Europe at the time.
By the time the arbalest (heavy crossbow) rolled around in Europe, longbows were effectively useless against proper plate armor, whereas a crossbow could still slam a bolt through a cuirass like nobody's business. Further, as they took less time to train then archers, more of that training time was spent on them becoming better shots. By using staggered lines for reloading purposes, they could easily release a mass of quarrels remarkably fast, as they got REALLY good at reloading REALLY fast. Most folks underestimate the time it takes to reload and shoot a crossbow because of seriously misleading things like D&D rules. Usually they were placed at the center of a battle line, with longbowman behind them, as the pavises and mantlets they used for cover gave them excellent protection while their volley of fire could pretty much stop any cavalry charge dead in it's tracks simply by virtue of sheer stopping power and rate of fire. Combined with pikes this kind of screwed traditional heavy cavalry tactics pretty badly.
Longbowman, while having superior overall range thanks to ease of arcing fire, were really used more like artillery: they'd aim in the general direction of units, especially cavalry, and then pin the enemy down with mass fire, which kept them in place long enough to get your cavalry in for a flanking maneuver.
Basically longbowman were used for big field battles (where their range and decent terrain made them a tactical asset), but if you didn't have decent terrain and just needed some ranged support, you'd field some arbalesters.
B-Type
Cohort
Cohort
 
Posts: 175
Joined: Mon Jan 12, 2009 1:48 am

Re: New units

Postby Kajani » Sat Oct 05, 2013 8:33 am

I understand, but I did not want to make the crossbowmen TOO good, so that no one could say I used unbalanced units. I see it so - the elite-men from which you speak may be crossbow-unit who are at least trained, if not veterans, and use "upgraded" weapons (both in melee and distance) and armour. They also carry shields.
By the way, of cause You also know that even the well known and famous mercenaries from from Genua had their dark days - for example at Crecy, if I remember right what i have read. Additional I want to add that in Westeros as far as I know there is no unit which could be compared to these kind of men (but You could also ask if there are bowmen who are trained like the English or those from Wales...).
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby B-Type » Wed Oct 09, 2013 12:38 am

Kajani wrote:I understand, but I did not want to make the crossbowmen TOO good, so that no one could say I used unbalanced units. I see it so - the elite-men from which you speak may be crossbow-unit who are at least trained, if not veterans, and use "upgraded" weapons (both in melee and distance) and armour. They also carry shields.
By the way, of cause You also know that even the well known and famous mercenaries from from Genua had their dark days - for example at Crecy, if I remember right what i have read. Additional I want to add that in Westeros as far as I know there is no unit which could be compared to these kind of men (but You could also ask if there are bowmen who are trained like the English or those from Wales...).


Oh, I wasn't suggesting crossbow man be broken. I usually just represent then as experience and well-equipped archery units in my games, nothing special at all really :).
Every elite unit eventually screws up badly or is simply completely defeated: it's less matter of skill and more a matter of eventuality: nothing ever lasts forever, especially where military tactics are concerned.
Most of the dialogue in the books seems to imply there are indeed no groups akin to Welsh archers.
Jon Connington notes in one of his few chapters that most commanders go for heavy cavalry charges, because it's more dramatic and glorious.
He comments now that he's older and wiser that archers are the way to go, and notably he relies heavily on archers NOT from Westeros to do the work, instead using Summer Islanders.
B-Type
Cohort
Cohort
 
Posts: 175
Joined: Mon Jan 12, 2009 1:48 am

Re: New units

Postby Kajani » Wed Oct 09, 2013 2:21 am

Perhaps this is so because Connington now has what most lords lack in Westeros - a cadre of trained men which are kept under weapons for a long time, nearly full-time-soldiers (perhaps not as good as the Unsullied but still far better than many forces from Westeros). On the other hand I am not so sure if the greatest lords like Tywin and so on has not at least a core of their armies build of well-trained men (men with pike's, of course parts of their heavy cavalry, and sometimes even archers etc.) who are at least similar good as Conningtons "professional soldiers".
Kajani
Booster
Booster
 
Posts: 335
Joined: Sun Jul 18, 2010 11:44 pm

Re: New units

Postby B-Type » Wed Oct 09, 2013 3:26 am

Kajani wrote:Perhaps this is so because Connington now has what most lords lack in Westeros - a cadre of trained men which are kept under weapons for a long time, nearly full-time-soldiers (perhaps not as good as the Unsullied but still far better than many forces from Westeros). On the other hand I am not so sure if the greatest lords like Tywin and so on has not at least a core of their armies build of well-trained men (men with pike's, of course parts of their heavy cavalry, and sometimes even archers etc.) who are at least similar good as Conningtons "professional soldiers".


At least part of Twyin's success came not just from general tactical ability, but his skill at blending political play with it.
That's part of what makes him dangerous compared to the other relatively imbicilic tacticians who show up: Twyin knows how to effectively leverage his greatest assets (money and using said money to make political connections) in a way off the battlefield that affects how the battle's performance goes. He does things like win a solitary battle, then use these assets to convince lords to come over to HIS side, so even though he won less battles he's still got more men.
The smartest way to win a battle is to rig the outcome, as the Red Wedding showed. Hell, he even managed to foster off the blame on that to the Freys ever though it was heavily suggested that it was HIS idea.
B-Type
Cohort
Cohort
 
Posts: 175
Joined: Mon Jan 12, 2009 1:48 am


Return to A Song of Ice and Fire RPG

Who is online

Users browsing this forum: Bing [Bot] and 4 guests

cron