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HelpSection 22
Wargame

(to come) The "3-Page" warfare need-to-know guide.

Warfare might be all strategy and complexity and subtlety if one is keen to delve into it and become expert but in truth you can be an effective General by knowing only what's in the following two pages:


INFORMATION ABOUT LEGIONS and BATTLEFIELD

- all locations are divided up into NINE squares of equal size referred to by their compass direction surrounding the "centre" point. These are localepoints

- the BANNER command shows you a location's NINE LOCALEPOINTS (north through northwest around a centre point) with each point listed against its 'height/depth' if different to location then any legions, fortifications, barricades, siegetowers, trees, undead

- BANNER show you the altitude of a location and how large it is in terms of legions it could accommodate plus roof/ceiling height if one exists. LOCALE can be used instead of BANNER for a simpler localepoint by localepoint summary

- both BANNER and LOCALE can be done with a direction to check out in detail any adjacent location


MOVEMENT OF LEGIONS


- you move legions WITHIN the same location using STEP to shift position between the nine localepoints

- you move legions BETWEEN different locations using MOVE (to move using current approach) or using the movement approach like MARCH or GALLOP - or if special terrain demands - CLIMB or SWIM or TRANSPORT to ensure the approach is used

- each movement approach has its time and place and benefits and drawbacks; legion speed between locations is defined by the approach and it being used at the right time (mistakes mean very slow moving); legion skill training is a factor here, higher training in a particular approach equals faster execution

- legions cannot MARCH or STEP between localepoints more than 10 feet height difference

- legions cannot move through raised fortifications, not even homeland or homeguild ones

- minefields never include the "centre" localepoint so it is the safe point in a mine area; mines do not explode if your legion is levitated above 5ft


LEGION FORMATION and SPECIAL MANOEUVERING


- speed of movement (and other stats) can be assessed with CASE <legion>

- legions can be mounted or on foot but to be mounted requires the legion to be equipped with enough cavalry mounts to cover everyone in it

- legions have a formation which is a factor in ALL the things they do and you tell a legion what formation to use with FORMATION <formation name>

- how quickly your legion changes formation is defined by its "formations" skill training and its size but while changing formation it is MUCH more vulnerable against any attack

- formations are: lines, phalanx, tortoiseshell, gungho and rearguard


COMBAT BETWEEN LEGIONS


- legions must face a certain direction to make good attacking and defending though they will attack and defend even when not facing the right way

- you tell a legion which way to face using FACE <direction>


DEFENDING THE HOMELAND


ATTACK AND DESTROY


The whole of HELP 22 is devoted to warfare and by all means study the files in depth should you wish to, but if you seek to serve your city or guild and


...>


Legion approach - more intuitive e.g. COM CAVALRY etc

NOTES:

X = Legion Size                 "MeleeDamage" "BombDamage" "ArrowDamage"

Y = Legion Frontline "BaseKills" = % of "target" Line

Z = Legion Backline "BackLash" = % of "target" Line for Backlash

F = Legion Formation "AttackBase" "DefendBase" % modifiers

C = Legion Facing "AttackRnd" "DefendRnd" % random

M = Legion Melee % "AttackMax" "DefendMax" % maximum maximums

A = Legion Actions % "FaceIn" "FaceOut" % gain/loss per 45 degrees

B = Legion Bow - Archers % "AttackMelee" "AttackBows" "AttackBombs"

P = Legion Bombs - Projectile% "DefendMelee" "DefendBows" "DefendBombs"

O = Legion % Occupied Not-Fight ?"MeleeAttack" "MeleeDefend"?

L = Legion % Available Backlash


"MortarMax" "MortarMin" "LongbowMax" "LongbowMin" ("MeleeMax" "MeleeMin")

HelpSection 22
Wargame

22 - The Battlefield Guide: Legion Command and Waging War.

  • Back to Index
  • 22.1 - Commander
  • 22.2 - Legion
  • 22.3 - Training
  • 22.4 - Dispatch
  • 22.5 - Marching
  • 22.6 - Convey
  • 22.7 - Approach
  • 22.8 - Formation
  • 22.9 - Facing
  • 22.10 - Manoeuvre
  • 22.11 - Deploy
  • 22.12 - Equip
  • 22.13 - Engage
  • 22.14 - Besieging
  • 22.15 - Plunder
  • 22.16 - Terrain
  • 22.17 - Tunnel
  • 22.18 - Trenches
  • 22.19 - Materials
  • 22.20 - Siegetower
  • 22.21 - Oilcauldron
  • 22.22 - Commanding
  • 22.23 - Core
Help - Section 22
CommanderLegionTrainingDispatchMarchingConveyApproachFormationFacingManoeuvreDeployEquipEngageBesiegingPlunderTerrainTunnelTrenchesMaterialsSiegetowerOilcauldronCommandingCore
Avalon, Est 1989

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    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
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      • Government and Governmental Commands
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      • 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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      • History and Legend
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      • Information: Tables and Lists
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      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
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    • 15th Century ADW
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      • 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
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      • The Druid Class
      • Animists Guild
      • Druids Guild
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      • Bards Guild
      • Sirens Guild
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      • Famous Wizard Names
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      • Mythical Creatures
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      • 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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