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howforms

Each formation has its own merits and purposes but no single formation is suitable for everything. There are eight core traits of a formation that determines for what it may be used. Some are less optimal while other formations are simply inappropriate.


These traits are:

= Melee: able to attack with Fighting and Weapons

= Ranged: able to use Archers with average range and accuracy

= Bombard: able to use Archers and Projectiles to maximum effect

= Siege: able to besiege fortifications, trenches, tunnels and siegetowers

= Cavalry: able to use cavalry mounts for attacking purposes

= Versatile: equally capable on foot, horse or water

= Recon: able to use Scouting and Reporting for reconnaisance

= Supply: performing non-attacking tasks (Constructing, Minehunting, etc)


RAGGED


Traits: melee, ranged, supply


This is a disorderly and purposeless formation. It is the default for troops that have been deployed but not yet given orders to organise. It is extremely weak against all attacking formations.


Weak: all attack formations


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= o  o   o  o

=o o o o o o

=o o   X o  o
= o  o o   o o
=o  o  o o    o
=  o o   o  o o

LINES


This formation is a square of rows and columns of infantry. It is very well balanced in many attacking scenarios and even modestly defensive situations.


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=o o o o o o o

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=o o o o o o o

=o o o X o o o

=o o o o o o o


=o o o o o o o

=o o o o o o o

=o o o o o o o

=o o o o o o o



TORTOISESHELL


This formation uses infantry in alternating rows that tightly shield the centre.


=A A A A A A A

=[ [ o o o ] ]

=[ [ o o o ] ]

=[ [ o o o ] ]

=[ [ o X o ] ]

=[ [ o o o ] ]

=[ [ o o o ] ]

=[ [ o o o ] ]

=[ [ o o o ] ]

=V V V V V V V


PHALANX


This pyramid formation of infantry is used principally to pierce lines with columns in the rear spreading into enemy lines after a gap is created.


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=o o o X o o o

=o o o o o o o


=o o o o o o o

=o o o o o o o

=v v v v v v v

= v v v v v

= v v v

= v


REARGUARD


To cover a retreat and use attrition against the enemy, infantry are placed in alternating lines in the rear where engagement is heaviest while others shield front line and centre. This formation is principally defensive, however.


=A A A A A A A

= A A A A A A

=A A A A A A A

= A A A A A A

=A A A A A A A

= A A A A A A

=A A A A A A A


=[ [ o X o ] ]


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=o o o o o o o


GUNGHO


Infantry are tightly organised so that no gaps are presented; it is a full-frontal assault formation to maximise, overwhelm and encompass the enemy.


= o o o X o o o


=v v v v v v v v v

= v v v v v v v

=v v v v v v v v v

= v v v v v v v

=v v v v v v v v v

= v v v v v v v

=v v v v v v v v v

= v v v v v v v

=v v v v v v v v v

= v v v v v v v

=v v v v v v v v v


SKIRMISH


Whether on foot or horseback, this formation uses quickly moving and rotating subdivisions to attack fast targets. It is primarily a counterattack formation that thrives on attacking the attacker.


=     A A
=A A   *   A A
= *   A A   *
=A A       A A
=     A A
=    < X >
=     v v
=v v       v v
= *   v v   *
=v v   *   v v
=     v v
=v v       v v
= *   v v   *
=v v   *   v v
=     v v


CLUSTER


To maximise supply line efficiency, infantry are divided into small units to perform construction, mine hunting or laying, tunnelling and other non-attacking tasks. It is vulnerable by being so open but it is exceptionally fast and efficient to cover large ground.


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= o    o    o

=o o o o o o

=o o o o o o


=o o o o o o

=o o o o o o

=      X

=o o o o o o

=o o o o o o


=o o o o o o

=o o o o o o


=o o o o o o

= o    o    o

PYRAMID


In this cavalry-only formation, mounted men form into a sharp pyramid to break through infantry and artillery lines. It is extremely quick and is optimally used for passing through an enemy while doing maximum damage.


=O O O O O O O

=O O O O O O O


=O O O X O O O


=V V V V V V V

= V V V V V V

= V V V V V

= V V V V

=	   V V V

= V V

=		   V

MOUNTED


In this cavalry-only formation, mounted soldiers form in wide columns for trampling similarly arraigned infantry or sweeping through open formations.


=O O O O O O O

=O O O O O O O

=O O O O O O O


=O O O X O O O

=O O O O O O O


=O O O O O O O

=O O O O O O O

=O O O O O O O

=O O O O O O O

=O O O O O O O


ARTILLERY


This formation, though unable to melee, uses a wide space with closely grouped infantry to maximise longbow and catapult efficacy. They can extract the greatest range and accuracy, often protected far behind the front lines.


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=o % o o % o o % o

=o o o o o o o o o


=o o o o o o o o o

=o % o o % o o % o

=o o o o o o o o o


SCOUT


This formation, instead of focusing on structure, attempts to maximise its coverage of space without overlaps; teams or individuals form uneven chains of communication to maximise reconnaissance without sacrificing the ability to quickly relay their findings.


=* * * * * * * *

= * * * * * * *

=* * * * * * * *


=* * * * * * * *

= * * * * * * *

=* *  *   X  *  * *

= * * * * * * *

=* * * * * * * *


= * * * * * * *

=* * * * * * * *

= * * * * * * *


GUARD


This formation, commonly known as the "shield wall", uses fortified columns of alternating rows that leave no gap and presents shield first to the enemy. It is highly defensive and difficult to penetrate head on to any of its four sides.


=A A A A A A A

= A A A A A A


=[ [ [ X ] ] ]


=w w w w w w w

= w w w w w w

=w w w w w w w

= w w w w w w

=w w w w w w w

= w w w w w w

=w w w w w w w

Help
howforms
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      • Novicehood - The First Steps
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      • Overview
      • Combat
      • State of Health
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      • Items, Creatures and CCCs
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      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
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      • The Avalon Guilds
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      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
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      • The City-State
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      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
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      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
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      • Appendices and Extras: in Avalon
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  • History
    • 15th Century ADW
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    • Great Past Events
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    • Tales From Old Avalon
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      • Mercinae
      • Thakria
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      • Silverfalls
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      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
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    • PVP Combat in Avalon
    • Theory of Combat Balance
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      • Famous Wizard Names
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    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
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      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
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