全軍破敵:戰鎚2

全軍破敵:戰鎚2

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The History Lab: Six Battle Formations
由 Sputnik 發表
Might be something here you can loot from History
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Why Bother?
All the historical battles covered here involve weaker armies overcoming a much stronger ones through planning. That's gotta be better for your campaign than auto-resolve.
Important Caveats
  1. Unit Depth & Momentum Particularly 'deep' formations were sometimes used to concentrate power to disrupt an enemy line. Unfortunately Total War games don't seem to simulate the momentum of great numbers. However, the 'mass' stat in TWWH does give certain units the chance to disrupt enemy formations. Certain spells can be used as well.

  2. Giving Ground In historic battles lighter units could be forced back (to 'give ground) by heavier units, but without necessarily breaking. But in Total War games a unit either fights of flees. Skirmishing units may well substitute where this effect is needed as a tactic.

  3. Use Brain First adapt to the game - using workarounds to compensate for any awkward game mechanics (or better still, exploit those that favour your cunning plan). Then adapt your formations to suit the map terrains and enemy units encountered.

Note: All the tiny maps can be enlarged just by clicking on them
Battle Formations covered here
  1. Hammer & Anvil
  2. Oblique Order
  3. Wedge Formation
  4. Multiple Lines
  5. Mixed Order
  6. Defensive Configurations


Come and sip from the cup of Destruction

- Genghis Khan
1. Hammer & Anvil
(a.k.a. Pincer Movement, Double Envelopment)
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Type 1: STRONG CENTRE WITH FLANKING WINGS










Used by:
  • Used throughout history by infantry armies with sufficient cavalry support. Its popularity is due to the potential of inflicting many enemy casualties compared to your own
    (sometimes 10 to 1).
  • A stock favourite among players of all varieties of Total War. Hell, even the AI loves it !
Description:
  • The infantry line 'fixes' the enemy line in place while fast moving flanking units go around and attack it from behind. Cavalry are the flanking units of choice.
  • Typically heavy infantry are used in the battleline ('the Anvil') and shock cavalry are used as flankers ('the Hammer')
How it works:
  • Typically well-armoured units are used in the 'Anvil' to allow plenty of time for the flanking manoeuvres before the line fragments.
  • Successful flanking forces the enemy line-infantry to fight opponents in their front and rear simultaneously - significantly eroding their fighting ability and morale, triggering unit routs.
  • While missile troops can and should contribute, the main focus here is the coordination between your melee infantry and cavalry.
Advantages:
  • Success can trigger a general rout amongst the enemy with minimal losses to your army (although this does not happen quite as quickly in TWWH games as in earlier titles).
  • After an enemy rout your cavalry are well positioned for pursuit.
Problems:
  • Weak against Multiple Line formations (see section below)
  • Timing is important. If you get your cavalry out too early the enemy infantry may chase after them instead of engaging your infantry 'anvil'
  • Achieving envelopment often requires wining an initial cavalry v cavalry battle. So this can tempt a player to field too many cavalry, thereby weakening their infantry contingent
  • Success has its own dangers. An enemy surrounded with no escape route may opt to 'fight to the death' with increased ferocity. A solution is to cycle charge, preferably with shock cavalry.
War Hammer Considerations:
  • Enemy factions that rally quickly can return to counter-flank your flankers (Greenskins and Skaven are the devil for this). Consider devoting some light cavalry to driving routers from the field.
  • In theory you could use flyers as your hammer. But I've found they don't cycle charge so well, and can be slow to get back into the air. Unlike cavalry they are vulnerable to missile troops.
  • Factions lacking cavalry (e.g. Dwarfs and Skaven) will be handicapped at flanking all the way round the ends of the battle-line, so consider using other strategies with these guys.


A horse must be a bit mad to be a good cavalry mount, and its rider must be completely so.

- Steven Pressfield

Battle of Zama (202 BC)

In a decisive battle Hannibal was finally defeated by Scipio Africanus, ending Rome's disastrous Second Punic War with Carthage. These pics show key moments for the Roman hammer-and-anvil.
  1. The Roman cavalry first had to rout the Carthaginian cavalry
  2. Allowing them to return and safely hit the rear of the (now single) enemy line

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Type 2- CONCEALED FLANKING DETACHMENTS


Keep the enemy in the dark about where and when our forces will attack.

― Mao Tse-tung

Description:
  • This simply begins a battle with flanking units hidden in a better position for rapid deployment. Care must be taken not to show your hand too soon.
Advantages:
  • Useful when your position makes it difficult for you to bring your cavalry out from behind your lines (e.g. if your army is turtle-ing in a corner)
  • Allows you to flank early if you have good cover for your cavalry nearby each end of your line
Problems:
  • Timing is important. If you reveal your cavalry too soon, they may just get chased off before you can hit the back of the enemy line. It's an Ideal War Hammer tactic when you've got Stalk though!
The Battle of Walaja (633 AD) is a good example, where a small lightly armoured Arab army defeated a much larger and heavily armoured Sassanid force:
  1. Two large units of Arab light cavalry were concealed behind a hill overnight. But smaller units of cavalry were still stationed on their wings so as not raise suspicion
  2. After an initial contact the Arab army made an orderly retreat to exhaust the heavily armoured Sassanids in the heat of the day.
  3. The armies re-engaged and the fast light cavalry then appeared to repeatedly charge the rear. (while managing to evade much defensive engagement from the slower Sassanid heavy cavalry).


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Type 3: - THE SOFT CENTRE


If a branch is too rigid, it will break. Resist, and you will perish. Know how to yield, and you will survive.

― Liezi, Lieh-tzu: A Taoist Guide to Practical Living
The orthodoxy is to field a 'hard centre', employing well-armoured heavy infantry to 'hold the line' long enough for the flanking manoeuvres to succeed. However there's one trick that can allow success even when facing much stronger infantry.

At the Battle of Cannae (216 BC), Hannibal faced a much larger Roman army dominated by heavy infantry. Hannibal exploited his own light infantry's tendency 'give ground' under pressure, using this to draw the enemy line into a double envelopment:
  1. Most of Hannibal's line consisted only of light infantry provided by Gaulish allies. His own heavily armoured infantry he assigned to each end of the line
  2. He bowed out this line to resemble a hollow wedge formation (see Wedge Formations).
  3. The Roman infantry eagerly advanced to crush this flimsy structure, but his light infantry merely gave ground..Hannibal himself was in the centre of the line to dissuade routing.
  4. Meanwhile Hannibal's heavily armoured wings held position, causing his line to bow inward now.
  5. The Roman legionaries then found themselves flanked by Hannibal's infantry on three sides. This alone caused large Roman losses, and the encirclement gave Hannibal's superior cavalry forces the time to rout the Roman cavalry.
  6. Hannibal's cavalry then returned to cycle charge the Romans from the rear - closing off any escape.














TW Warhammer considerations:
  • As Total War games don't feature a 'pushing mechanic' you can't expect your line to naturally bow inwards naturally like Hannibal's did. It might be achievable by micro-managing a central retreat ahead of an enemy charge. Any spells that alter speed stats could be handy here.
  • Alternatively, using skirmishers for the Soft Centre infantry may be feasible, and more user-friendly
2. Oblique Order
(a.k.a. Refused Flank , Declined Flank, Echelon Formation)


Concentrate your energy and hoard your strength.
- Sun Tzu

Used by:
  • Pioneered by Thebes during their brief takeover of late Classical Greece. Notably in the Battles of Leuctra (371BC) and Mantinea (362BC)
  • Alexander succeeded against a battlel-ine of war elephants with this, at Hydaspes (326 BC)
  • King Frederick II of Prussia (1700's) just loved to steam-roll everyone this way.
  • Currently seldom exploited by TW players - but it's heaps fun when it works.














Description:
  • Historically a large number of heavy infantry were concentrated on one flank (often 50 men deep). In TWWH, monstrous infantry are often used in place of the deep infantry column.
  • Ideally this main force is well supported by all available flanking units.
  • The remaining lighter and/or less reliable infantry are arrayed in a diagonal 'refused' flank.
How it works:
  • It's a 'force concentration' formation: A very strong wing overwhelms and smashes one end of an enemy's more homogeneous line.
  • The weaker 'refused flank' is initially out reach of superior enemy units
  • By the time the right flank arrives, your main force has smashed its target. It can then bounce its way down the back of the enemy line, left-to-right, flanking each enemy line-unit in turn. Trolls just love this kind of exercise and recreation.
Advantages:
  • A weaker line can break stronger one by concentrating it's strongest elements at one point
  • Meanwhile, the army's weakest units are spared involvement until the enemy is in crisis
Problems:
  • Timing is important. If you march across the battlefield in an oblique formation then the Ai will just pivot its whole army to stay parallel with you.
  • A human player can easily be counter it by merely mirroring your formation. Historically the Thebian's continued success was probably due to a stagnant military orthodoxy amongst their Greek opponents - that is until they faced Macedon. Fortunately in TW the AI is likewise stubborn.
TW Warhammer Considerations:
  • TW games don't model the added momentum of a 50-man deep phalanx. So doing just that will only create a large target for enemy artillery, with no special advantages.
  • However, your can succeed by using some OP monstrous infantry on the left, ideally supported with all your flanking units.

The Spartans get it in the neck:for a change
3. Wedge Formation
Type 1: THE FORCED WEDGE
(a.k.a. Pig's Head / Boar's Snout / Swine Array / Flying Wedge / Breakthrough)


Cut off the head of the snake and the body will die
- AAA Pest Exterminators
























Used by:
  • Rome to crush the British revolt lead by Boudica (~60 AD)
  • Germanic tribes were famous for it during that period
  • Early Viking invasion forces lacking fast flanking units
  • Under-exploited in TWWH, but has some good potential when using monstrous infantry, attack buffs, and line-disrupting spells.
Description:
  • Uses a force-concentration, similar to the oblique order. But this is now directed at the centre with both flanks 'refused', rather than just one.
How it works:
  • The progressive widening of the wedge shape aims to protect it from becoming encircled.
  • The enemy commander is usually the ultimate target, but a breakthrough made in the enemy line can also be exploited for flanking purposes.
  • The most direct route to a target can be made this way. However, it's wise to target any particularly weak unit in the enemy line as the breach point.
  • In TWWH many factions can field some great line-breaking units by the late game (e.g. single unit monsters and chariots)
Advantages:
  • If the enemy commander is slain or routed, a general rout may follow. (Historically this was especially likely when the enemy army is commanded in the field by their king, as Saxon armies facing Viking invaders often were).
  • Can be a means for allowing an infantry-heavy army flanking opportunities, without the need for a slow detour around the wings.
Problems:
  • Looks dangerous and messy doesn't it?
    That's because this historical TW battle is being fought between just regular infantry
    (Warhammer offers some solutions to this).
  • But it shows how If the wedge penetration
    fails to succeed quickly the whole army becomes vulnerable to encirclement
  • Moreover, It's central concentration of so many infantry make a large target for artillery














TW Warhammer Solutions:
  • Breath Spell & Monster Combo
    1. Fix an enemy unit at your chosen breach-point by engaging it with regular infantry. Just behind your guys, snuggle up close with a unit of monstrous infantry.
    2. Hit the enemy unit from behind with a breath spell: Both line-units take damage, but more importantly they all get knocked down for a few seconds (unless they have very high 'mass')
    3. Quickly charge your monsters through before the downed units can dust themselves off.
    4. You then have the option of making a permanent breach by cycle-charging the recovered infantry from behind until it routs. Or else they can just chase down and eat some aristocrat.
  • Special Skaven spell - Veil of Shadows
    This stationary vortex does no damage, but disrupts and enemy line long enough for you to get a number of units through it unscathed. Exclusive to skaven.
  • Chariots
    These guys can just steamroll through a unit of light infantry. Then pull a U-turn, rinse & repeat until a bloody avenue is made for the rest of your army stomp through.
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Type 2: THE FINESSED WEDGE


It's in the very trickery that it pleases me.

- Seneca the Younger

Cavalry wedges can have difficulty penetrating an enemy line, and may indeed refuse to charge spears altogether. But Alexander the Great still pulled this off in many battles, by using a variety of preliminary manoeuvres to fragment enemy lines enough to penetrate them with his personal 'Companion Cavalry' wedge.

Battle of Chaeronea (338 BC)
  1. The Macedonian commander (Phillip II) and his accompanying infantry feigned a retreat on the right
  2. They were pursued eagerly by nearby infantry, fragmenting the enemy battle-line
  3. This allowed Alexander's cavalry wedge to penetrate the centre, then go on to attack the enemy commander.


Other notable battles where Alexander wedged the enemy line using various ruses:
- Battle of the Granicus (334 BC)
- Battle of Issus (333 BC)
- Battle of Gaugamela (331 BC)

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4. Multiple Ranks
Type 1. CLOSE SUPPORT



A single twig breaks, but the bundle of twigs is strong.

- Chief Tecumseh

Used by:
  • Widely used by melee-heavy armies when sufficient numbers allowed it.
  • Most famously by the Roman Legions as their 'triplex acies': (a triple infantry line of melee heavy infantry - the Hastati, Principes and Triari)
  • Armies of all nations when facing cavalry superiority often adopted some kind of multi-line formation to resist flank attacks.
  • In TWWH ideal for the Vampire Counts and other factions with good healing abilities
Description:
  • One or more supporting lines are arrayed closely behind the main battle-line.
How it works:
  • Defence in Depth. If an enemy charge penetrates the first line, they still have one or more lines to cross before achieving any breakthrough.
  • Relieving Combatants. Injured / exhausted soldiers of the first line are subbed-out with fresh soldiers from the supporting ranks. Recovering units are healed if possible.
  • Flanking Defence. The back line are very valuable for engaging any enemy flankers. Spearmen are ideal here against cavalry flankers (as were the Roman Triari units).
Advantages:
  • Arrangements like the Roman triplex acies combine excellent forward charge defence, with good defence against cavalry flankers provided by their third rank of spear wielding Triari
  • A great defence against the Hammer & Anvil attack
Problems:
  • Doubling or tripling your line narrows its width considerably, making it vulnerable to flanking by an army fielding a wider line of enemy infantry. But if you see that coming you should have plenty of time to adopt a different formation.
  • Pulling back injured line-infantry means turning their back for a melee round penalty of -70% defence & +70% damage. To avoid this, make sure you engage their relief unit in battle first, before withdrawing them.

Republican Roman Legion in marching order:
  • Ignore the spacing distances shown in this picture - these are way over-estimated
  • The famous checker-board pattern shown is now thought only used during the skirmishing phase - to allow missile troops room to retreat, while affording some cover. It is likely these formed-up into three solid lines before any charge and melee engagement occurred.
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Type 2. COUNTER-FLANKERS


"Revenge is a dish best served cold"

- Klingon greeting card

Used by:
  • Popular amongst Rome's post-Marian reform Legions, when invading barbarian nations with stronger cavalry
Description:
  • A force of fast reserve light infantry are stationed some distance behind the front line(s)
How it works:
  • Enemy flanking units attacking your front line are hit by the reserve units you have stationed some distance further back.
  • Fast light melee units, missile units and even light cavalry are all great for this.
Advantages:
  • Good counter to hammer anvil, and potentially more economical in troop numbers than the close support solution.
  • The mere presence of a reserve line can delay flanking cavalry charges against your front line, since the cavalry may have to engage them first.
  • Can provide a useful mid-battle role for withdrawn missile units
Problems:
  • Again this diversion of man-power shortens your line. So it becomes a judgement call just what you can afford to leave back there.
  • If you just rely on missile units as your sole counter-flankers they will be quite vulnerable to cavalry. The poor AI never seems to learn that though.

Post Marian-reform Legion with versatile Reserve Lines
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Example Counter-flanking Sequence useful in TWWH


5. Mixed Order
(a.k.a. Ordre Mixte)

Strength lies in differences, not in similarities

- Stephen Covey

Used by:
  • Rome against Macedon during the Third Macedonian War (171–168 BC)
  • France during the French Revolutionary Wars (1792 to 1804)
  • France's European conquests under Napoleon (1804 to 1808)
  • A favourite amongst Dwarf player-commanders in TWWH
Description:
  • Strong and weak melee units can be alternated throughout the battle-line
  • And / or Melee and Ranged units can be similarly combined
How it works:
  • Opposite in principle to the Multiple Lines tactic above: A wide battle-line is created by bringing forward reserves and/or other troops normally considered unsuitable to front-line battle.
Advantages:
  • A very wide battle-line restricts enemy flanking opportunities, and may even allow your own infantry opportunities to outflank the enemy
  • Stronger troops can bolster the weaker ones, provided the line is arranged carefully
  • Specialist unit abilities can be brought into the front line (e.g missile fire)
Problems:
  • Battle-line width might be achieved at the expense of defence in depth
  • Placing weaker/range units in your line creates leadership weak points. and isolated routs may fragment your line.


Battle of Pydna (168 BC)
  1. To resist envelopment Rome widened its battle-line by including many units of light infantry
  2. Unexpectedly Roman light infantry performed well against the bristling hoplite phalanxes. Movement over rough ground fragmented the unified hoplite spearwall into isolated phalanxes which the agile light infantlry could easily out-flank.

    This battle marked the decline of the gigantic phalanx spear wall, and the rise of the agile sword wielding maniple units of the Roman legions.






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EXAMPLE APPLICATIONS for TWWH2:

1. Mixed Melee (Dwarf Miners & Longbeards)

  • Miners are cheap dealers of armour piercing damage..
  • Longbeards, although expensive are very resilient and provide morale boosts to nearby units.
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2. Melee & Grenades (Dwarf Warriors & Miners with blasting charges)

  • The Miners ('Grenades') can bomb a charging enemy with low risk of inflicting friendly fire
  • Dwarf Warriors provide defensive resilience to the allied line when melee is underway
  • If a grenade unit becomes overwhelmed, pull them back and flank pursuing unit with Slayers
  • An improved version using Ironbreakers in place of blasting miners is available late game
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3. Melee & Shot: Staggered Formation (Empire Swordsmen & Free Company Militia)

  • Militiamen can fire on approaching enemy without their line of fire becoming obscured.
  • The staggered line may allow them to avoid charge impact
  • During the melee phase they can continue to fire upon enemy line units from relative protection
  • If a gunpowder unit gets attacked, you can pull them back some more and fire into the pursing attacker's flanks with nearby Militiamen
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4. Melee & Shot: Chevron Formation (Empire Swordsmen, Handgunners & Empire Captains)

  • Allows 'enlilade' firing upon the flanks of enemy line units engaged in melee.
  • Empire Captains (stars) are stationed to bolster the vulnerable points of the chevron.
  • Not so practical as a marching formation, and the chevron pattern will shorten your line.
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6. Defensive Configurations
Type 1 - LARGE




Beware the fury of a patient man

― John Dryden

Used by:
  • Anyone ever determined to defend some high ground or a natural choke-point
  • Gothic rebels had a big win against Rome with it at Adrianople (see below)
  • Battle of Crecy - England defended in a river valley against France (it's a classic!)
  • Ever popular with TWWH players who opt to turtle in a map corner against overwhelming numbers. Factions with great missile troops & high defence and/or unit regen spells and can excel in defence (e.g. Dwarfs and Vampire Coast)
Description:
  • The great bulk of an army holds position to defend an advantageous terrain feature
  • Extensive use of infantry shield walls and focused missile support
  • Cavalry support is desirable but not always practical
How it works:
  • Shield wall may sometimes form up to completely encircle a defended high point
  • Defence of choke points can sometimes be made using less troops
  • Kill zones of overlapping fire are focused on areas where the enemy must congregate
  • A battle of attrition is won when far more casualties are lost in the attack, than in the defence
Advantages:
  • Defending a high ground gives significant combat advantages to the defender, and penalties to the attacker. Remember that missiles and artillery also do more damage when fired downhill.
  • Natural choke points can funnel a large enemy army into a small front where their large numbers become a handicap instead of an advantage (In TWWH river fords often provide such chock-points)
  • Placing a kill-zone over a choke-point produces massive enemy casualties.
Problems:
  • Can be countered by an enemy fielding overwhelming missile strength. As Crassus discovered when turtling against Parthia at the Battle of Carrhae in 53BC.
  • When defending a hilltop against a large and mobile enemy, your encircling shield wall requires large numbers, many of whom will be idle when combat is occurring from other directions (read the Mixed Order section for tips on extending a defensive line)
  • In TWWH your cavalrymen cannot dismount to assist with lengthening your defensive line
  • Your cavalry may find it difficult to sally-out through your army's compact defence of a choke-point. Thus reducing their opportunities for flanking enemy assaults.



Battle of Adrianople (324 AD)
  1. The Gothics made a ring-defence of their migration camp at the summit of the hill, ensuring they could not be flanked.
  2. Heavy Roman infantry had an initial disadvantage fighting uphill
  3. Gothic cavalry harassment forced frequent Roman retreats and repeat assaults, eventually exhausting them and triggering a general rout.












Battle of Crécy (1346 AD)
  1. The English chose a muddy valley to defend because the ground slowed enemy cavalry and the narrowing terrain compressed the enemy infantry line.
  2. They fixed their line between the river and settlement buildings to deter flank attacks
  3. Their flanks were further bolstered against cavalry charges by bowmen preparing their positions with sharpened stakes.
  4. The English bowmen (blue dots) were arrayed to a) cover the flanks and b) create central cross-fire kill-zones
  5. French cavalry units routed by missile fire repeatedly trampled their own infantry massed in the valley. Finally a general rout ensued.


TWWH EXAMPLE - Turtle Power!


  • The star icons denote hero units
  • Gunners are the line's defensive weak points. If they're in trouble you can pull them back and flank-attack a pursing unit between two hero units. Since melee-based heroes have a high resistance to friendly fire you can usually resume shooting the enemy unit.
  • The covering flank archers can also turn to fire upon the kill zone when it's safe to do so.
  • When defending with larger armies you can extend your line using configurations shown in the Mixed Order section.
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Type 2 - SMALL

The fox has many tricks. The hedgehog has but one. But that is the best of all.

- Ralph Waldo Emerson

Used by:
  • Occasionally employed by Roman legions in defence of their standards
  • In the early gunpowder era field artillery was often defended by small arrayed detachments
Description:
  • Several units combine to form up 3 or 4 sides of a defensive square
How it works:
  • Melee defence of a valuable non-melee unit
  • Later versions used gunfire along with bayonets
Advantages:
  • Useful for defending distant artillery emplacements in a cavalry infested environment
  • Useful in TWWH for defending an isolated spell caster against attacks from the air
Problems:
  • Costly in terms of the men required. Smaller Tercio units (below) will often suffice for guarding artillery etc.
  • Too many of these formations will compromise the strength of the forward battle line








~50 Roman legionaries deployed to defend a very important rag on a stick:

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Type 2 - TINY 'Tercio' Detachments


Great results, can be achieved with small forces.

- Sun Tzu

Used by:
  • Pioneered by Spanish during conquest of many city states during the Italian Wars (1494 to 1559)
  • Many other European armies of the period adopted similar combined units
  • Similar formations are pretty standard in TWWH battles within settlements, when losses are to be kept at a minimum.
Description:
  • Pike and Shot were combined to form up autonomous units
How it works:
  • The long pikes could be brought down to defend musketeers against hand-to-hand attacks whilst reloading
Advantages:
  • A detachment of gunners can be fielded without its usual vulnerability to cavalry and stronger melee units
  • Very small tercios of comprised of just one spear & one gunner unit are well-suited to TWWH urban warfare battles, in the narrow streets of besieged settlements
Problems:
  • TWWH pole-arms are too short to shelter missile troops from behind during firing. So using such tercio formations may demand some micromanagement.
  • Spear units must be brought forward when needed to defend gunners, and this will temporally block their very flat missile trajectory. However if archers or crossbowmen are used, these can still fire over their pole-arm defenders at distant targets.



The Spanish tercio conglomeration of pike and shot - vastly larger than recommended for urban warfare in TWWH








A modest proposal - Two-unit Tericos:









TWWH EXAMPLE: Tiny Tercios deployed in urban warfare





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Acknowledgements
Many thanks to those supplying advice:
  • @grognardgary on Tercio formations

  • @Central on Defensive Formations and Mixed Order

  • @Verchial on the Battle of Cannae

  • @Dalai Llama (perhaps not the real one) on Ratling spells that disrupt enemy lines

  • @D-Black Catto for inventive reasons never to attempt the guide in the first place


May the fleas of a thousand camels invade the crotch of your enemy.
And may their arms be to short too scratch

― Keisha Keenleyside

Illustrations:
Double Envelopment - thehiddenuniversity.blogspot.com
Battle of Zama - Mohammad Adil (Wikimedia)
Battle of Walaja - Mohammad Adil (Wikimedia)
Battle of Cannae - Frank Martini, Department of History, United States Military Academy
Oblique Order - ifitsnothistorical.blogspot.com
Battle of Leuctra - The Department of History, United States Military Academy
Advantages of the Wedge Formation - ProkopHapala (Wikipedia handle)
Battle of Chaeronea - The Department of History, United States Military Academy
Manipular Legion - Stuctural History: cormacogibne.weebly.com
The Roman Legion - The Road Chimp (paxonbothhouses.blogspot.com)
Battle of Pydna - Marsyas (Wikimedia handle)
Battle of Adrianople - U.S Government: westpoint.edu
Battle of Crécy - U.S Government: westpoint.edu
Square Formation - mozaweb.com/Extra-3D_scenes-Ancient_Roman_infantry_tactics-148086
Tercio Fprmation - Wikimedia Commons

(If you see anything here that's your's, let me know if you want it taken down)

Further Reading and stuff
Online:
This contains entries on all the battles mentioned. Be aware though that wiki-entires usually offer only one interpretation of each Battle from one ancient source. If you want to get into all the historical debates check out some of the stuff below...

In Print:

Audio:

Videos:

Demos of Forced wedge supported by knockdown spells (by Zerkovich)
https://youtu.be/Jfma21JXwhw
Demos of Forced Wedge & Oblique Order (by Zerkovich)
https://youtu.be/lUaR-EAoUCs
17 則留言
Sputnik  [作者] 2023 年 9 月 9 日 下午 4:48 
And thanks to whoever gave those 2 dozen awards all at once!
Sputnik  [作者] 2023 年 9 月 8 日 下午 2:00 
Thanks matey
Old Man Lincoln 2023 年 9 月 3 日 下午 1:23 
Good stuff! Oblique Order has been one of my favorites, severely underrated in these games.
no dice 2023 年 3 月 10 日 下午 6:56 
Great post, ty!
Sputnik  [作者] 2023 年 2 月 16 日 上午 3:08 
Ta
Lord Judgment 2022 年 12 月 19 日 上午 9:49 
I started reading this for how it could help in TW, I kept reading because of how ancient tactics were explained and become so much more than how to employ these tactics in TW. Good job.
Sputnik  [作者] 2022 年 12 月 19 日 上午 7:07 
Thanks Lampros. I certainly learnt some stuff writing it.
Lampros 2022 年 12 月 19 日 上午 4:38 
This is astonishingly educative! ;)
Sputnik  [作者] 2022 年 10 月 28 日 上午 2:00 
Ta Rissy
Rissy 2022 年 10 月 26 日 下午 8:30 
This is awesome! I love it! Really interesting crossover between a history lesson and useful tactics for the game. Great job! :GiveHug: