Kozbot wrote:So here's something I was wondering, assuming that Sammy is Haggar's heir what happens if he gets decrypted and Haggar doesn't name a new heir and then the current ruler gets croaked? Would the side become an allied side? Join GK? Become Wanda's side?


The Black Hand wrote:One exception: knights. You don't send those guys into the arms of a waiting defender, you use them to keep the defender's forces from crossing.
Fug wrote:2) If Jillian takes over as the warlord in stack then GK is still in pretty serious trouble. Jillian might do this in order to isolate Ansom (by directing damage to all non-Ansom units and then giving him an ultimatum).

djones520 wrote:The Black Hand wrote:One exception: knights. You don't send those guys into the arms of a waiting defender, you use them to keep the defender's forces from crossing.
Gotta disagree. Your best bet would be to send your shock unit across that bridge immediately followed by as much infantry as you could force across. They'll create a gap in the line that can hopefully be exploited by your line infantry as they come pooring across. You can pretty much count on total losses of that leading unit, but without it you're never going to wear the defender down. Especially a well led high moral force such as those defending the bridge right now.
Ansan Gotti wrote:Fug wrote:2) If Jillian takes over as the warlord in stack then GK is still in pretty serious trouble. Jillian might do this in order to isolate Ansom (by directing damage to all non-Ansom units and then giving him an ultimatum).
Do we have clarity that that is even possible? I thought it was unclear as to warlord bonuses applying (or applying fully) to different sides.
The Black Hand wrote:djones520 wrote:The Black Hand wrote:One exception: knights. You don't send those guys into the arms of a waiting defender, you use them to keep the defender's forces from crossing.
Gotta disagree. Your best bet would be to send your shock unit across that bridge immediately followed by as much infantry as you could force across. They'll create a gap in the line that can hopefully be exploited by your line infantry as they come pooring across. You can pretty much count on total losses of that leading unit, but without it you're never going to wear the defender down. Especially a well led high moral force such as those defending the bridge right now.
Maybe, but only if your enemy doesn't have pikemen, which Ansom does (albeit they're called Pikers in Erfworld).
Otherwise your shock troops become DEAD shock troops, as Charles the Fourth of Burgundy learned to his dismay when he sent heavily-armored knights up against , quote, "a bunch of Swiss mountain louts", unquote.
Swiss mountain louts who, it just so happened, had pikes - and slaughtered his knights.
The Black Hand wrote:About the only thing you really can do in a bridge battle - at least in the real world - is use units that have one or more of the following:
1) Long-range weaponry, preferably indirect fire; e.g., catapults, trebuchets, mortars, and/or other forms of artillery. (Failing that . . . longbows, crossbows, sniper rifles, and bazookas are good.)
2) Medium to heavy armor (tanks, APCs, etc.) - either to shell the defenders, or to quite literally crush them. (One exception: knights. You don't send those guys into the arms of a waiting defender, you use them to keep the defender's forces from crossing.)
3) For the modern world, flight capability. A few dive-bombing runs coupled with some aerial strafing should do some serious damage.

djones520 wrote:20 foot tall cloth golems are a differant story though. Against a pike unit in real life, you'd probably be better served to send extremely heavily armored foot soldiers. Knights in full plate on foot comes to mind. The strength of a pike line against mounted calvary is it's stability. On foot, a knight would have a much better chance to avoid the spikey end and get in close.
djones520 wrote:20 foot tall cloth golems are a differant story though. Against a pike unit in real life, you'd probably be better served to send extremely heavily armored foot soldiers. Knights in full plate on foot comes to mind. The strength of a pike line against mounted calvary is it's stability. On foot, a knight would have a much better chance to avoid the spikey end and get in close.


The Black Hand wrote:About the only thing you really can do in a bridge battle - at least in the real world - is use units that have one or more of the following:
1) Long-range weaponry, preferably indirect fire; e.g., catapults, trebuchets, mortars, and/or other forms of artillery. (Failing that . . . longbows, crossbows, sniper rifles, and bazookas are good.)
2) Medium to heavy armor (tanks, APCs, etc.) - either to shell the defenders, or to quite literally crush them. (One exception: knights. You don't send those guys into the arms of a waiting defender, you use them to keep the defender's forces from crossing.)
3) For the modern world, flight capability. A few dive-bombing runs coupled with some aerial strafing should do some serious damage.

Mrtyuh wrote:djones520 wrote:20 foot tall cloth golems are a differant story though. Against a pike unit in real life, you'd probably be better served to send extremely heavily armored foot soldiers. Knights in full plate on foot comes to mind. The strength of a pike line against mounted calvary is it's stability. On foot, a knight would have a much better chance to avoid the spikey end and get in close.
Dismounted knights tend to perform poorly in combat; they are encumbered by their armor and surrender the mobility provided their mounts.

Mrtyuh wrote:Of course, we don't know how well real-world combat translates to Erfworld, but I would say the best tactic Jetstone could use against Ansom would be their archers and the Dittomancer.
Vreejack wrote:I would refine that a bit. For attack or defense on a bridge:
0) Anything that causes panic, like fire. If you can panic the enemy on a bridge you can cause havoc...at least on the bridge. Have your light cavalry standing by for just suck an occasion.
1) Pikers, mainly for the defense. These are actually what everyone else is defending, though they will hold their own against cavalry on a bridge. They make cavalry worthless.
2) Heavy infantry, to take on the pikers.
3A) For attack or defense, artillery makes things a lot easier, unless risking the bridge is an issue for the attacker. It's easy to sight in on the defenders and the attackers must also run a specific gauntlet.
3B) Archery, for much the same reason.
4) I've never used air power in one of these games. I don't really know what they can do but the ability to harass leadership and target artillery directly sounds fun.
5) Skirmishers are not used to full effectiveness here, but their ability to snipe can be useful if they have elevation and can sight in on officers, otherwise they are just so much noise compared to normal ranged fire.
6) Armor is useless against properly emplaced defenders on a bridge, mainly because they cannot flank. Even elephants can easily be run off the bridge, not to mention being panicked by the scenery. Needing room to maneuver, they cannot come into play until the bridge is either taken or lost, or the enemy pikers are dead.
The Black Hand wrote:For the defense, you target the approach to the bridge (I'd say about a half-mile to a mile up the road from the far end of the bridge, depending on how long the bridge is; of course, if you don't really need the bridge - say, because you have a Bailey Bridge - you can just blow it).
For the offense, you'd need to be a bit more careful - you'd want a decent number of spotters to make sure the defenders are as accurately targeted as possible. Go for, say, the defender's C3I (command/control/communications/intelligence) center and their more heavily fortified positions.
Vreejack wrote:Mrtyuh wrote:djones520 wrote:20 foot tall cloth golems are a differant story though. Against a pike unit in real life, you'd probably be better served to send extremely heavily armored foot soldiers. Knights in full plate on foot comes to mind. The strength of a pike line against mounted calvary is it's stability. On foot, a knight would have a much better chance to avoid the spikey end and get in close.
Dismounted knights tend to perform poorly in combat; they are encumbered by their armor and surrender the mobility provided their mounts.
English knights fought almost exclusively on foot, but that was the way they trained and it was what their armor was built for. They liked to pretend that they were dashing about with couched lances, trampling enemy peasants, but the reality is that they were running about wielding massive can openers trying to open up some enemy knight's shell.
splintermute wrote:Mrtyuh wrote:Of course, we don't know how well real-world combat translates to Erfworld, but I would say the best tactic Jetstone could use against Ansom would be their archers and the Dittomancer.
The big distinction between Erf and Earth physics is that archers can't fire across the hex boundary - assuming Ansom holds the line at the end of the bridge, all Jetstone can use is whatever small contingent of archers can fit on the forward half of the bridge (behind whatever infantry and heavies they would put up front to shield them), and it would be an incredibly dangerous position for the dittomancer. Conversely, Ansom can have an entire hex worth of archers focusing fire on whichever troops are coming off the bridge, which I'm kind of surprised he doesn't seem to be doing (does he not have enough archers? is he keeping them in reserve?)
The Black Hand wrote:4) I've never used air power in one of these games. I don't really know what they can do but the ability to harass leadership and target artillery directly sounds fun.
It depends on the game; some don't have flying units, others do. However, that does remind me of something - if you have aircraft that can serve as transports, use them to drop elite infantry behind the defender's lines to cause havoc.
5) Skirmishers are not used to full effectiveness here, but their ability to snipe can be useful if they have elevation and can sight in on officers, otherwise they are just so much noise compared to normal ranged fire.
Again, agreed for the most part - unless you have transports that can drop them behind enemy lines.
6) Armor is useless against properly emplaced defenders on a bridge, mainly because they cannot flank. Even elephants can easily be run off the bridge, not to mention being panicked by the scenery. Needing room to maneuver, they cannot come into play until the bridge is either taken or lost, or the enemy pikers are dead.
This all depends on the type of armor. Modern armor (e.g. tanks, IFVs, and APCs) are, like most armor, fairly useless in a direct assault. However, using them to shell enemy positions makes them a decent substitute for artillery.
However, if we're talking about knights or other such units, they're about as useful as tanks (but without the ranged attacks, unless we're talking about mounted archers such as the Mongols had).


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