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Author Topic: Military guide  (Read 847 times)

Melzer

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Military guide
« on: September 26, 2011, 09:15:10 am »

Post everything about military you know and want to share with others.
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Girlinhat

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Re: Military guide
« Reply #1 on: September 26, 2011, 09:25:22 am »

Breastplates cover the upper body, mail shirt covers the upper body, upper arms, lower body, and (maybe) the neck.  Use both.

Dresses cover the entire body and can offer surprising protection.

Spears hit organs in large creatures, axes sever limbs and cause death in small and medium creatures, swords do both of these mediocre.  Hammers break bones and generally only kill when the enemy falls unconscious and the hammer gets a headshot.

Schedules are your friend.  No really.

Ambushes and sieges arrive during the last month of the season, when it says "Late Summer" on the Z menu.

Pressing Z shows the season and year in the upper margin, each year has 3 months per season that relate to Early, Mid, and Late.

Schedules are REALLY your friend.

Ross Vernal

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Re: Military guide
« Reply #2 on: September 26, 2011, 09:44:54 am »

Socks are actually important, as are wearing layers.

Giving your civvies an -obsidian short sword-, a *wooden shield*, and a month of training a year can really save your bacon.

Giving a squad of civvies hunting and crossbows will gradually create an army of elite assassins / suicidal morons with sticks.

Schedules are really, really important, and after a bit of work setting squad size and such, you can leave it alone basically forever.

Military dorfs like really nice bedrooms and dining halls, especially when their Living Dorf Leather Shields get impaled.
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Girlinhat

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Re: Military guide
« Reply #3 on: September 26, 2011, 09:47:59 am »

If a soldier has a crossbow, or a regular bow stolen from a corpse, they will not use it until they get a quiver and ammo.  Once they have it, they will always use it.  Off-duty marksdwarves will fire at invaders and wild animals.  If they're shooting a groundhog, that's good.  If a cave croc finds its way up through the well and into the dining hall, it can save lives.  If they get caught outside during an ambush, they'll die trying to fight.  Dwarven NRA doesn't mess around.

Hobbie

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Re: Military guide
« Reply #4 on: September 26, 2011, 09:51:58 am »

 Uniforms are a godsend. So are packs of wardogs.
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Ross Vernal

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Re: Military guide
« Reply #5 on: September 26, 2011, 09:54:09 am »

Right, I forgot:

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melphel

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Re: Military guide
« Reply #6 on: September 26, 2011, 11:43:25 am »

Don't skimp on the helmets, if nothing else, make these out of the best material you can and aim for high quality.  When your dwarfs get knocked out and are on the ground, enemies will generally try to strike at their heads.  A good helmet can save lives, or at least buy some time for plan B.

Instead of assigning war animals to your dwarves, put them in a large pasture just inside your entrance.  Assigned animals count as pets, and losing that beloved war dog can send your military tantruming, which you really do not want.  In a pasture, they have more mobility and greater range of effectiveness than being chained (plus you don't need to make chains/ropes), and will auto-detect thieves and invaders.

Crossbow bolts can be effective against higher grade armor.  Copper bolts can sometimes punch through iron armor.  More often, your marksdwarves will just shoot at the unarmored bits on enemies.  Bone bolts are a good economical alternative if you are really lacking metals.

Don't put your fortifications where enemies can stand right next to them.  Put them on walls or behind pits/moats.  Enemies can shoot through fortifications unhindered if they are right next to them.  They can still shoot through them at a distance if their skill is high enough.

Some building destroyers will path to destroy something regardless of where it is.  Build hatches or statues out in front of your fortifications for easy shooting.  Also, higher quality buildings take longer to destroy, artifacts will never be destroyed (though they can be deconstructed; i.e. door ripped off its hinges).

Redundant defense walls are good.  If the enemy gets past the first wall, hopefully it won't get past the second wall.

Dwarves with "Ambusher" as their highest non-combat, non-social skill will be given a free crossbow (of random material), a quiver, some bolts, and some basic armor upon embarking.  Just be sure to turn off their hunting labor when you arrive if you don't actually want them running about by themselves.  Good if you need to defend yourself from wild animals and zombies right away.

You cannot build walls next to the edge of the map, but you can build drawbridges and raise them to block off the outside.  Or better yet, channel a moat all the way around the map, one tile from the edge and remove all the ramps.  Invaders that spawn on the map will have no where to go if they can't fly, making them easy targets for your marksdwarves.  (Admittedly, this is really cheap, and not much fun)

Picks can be assigned as weapons (military > equipment > Weapon > specific weapon), and they are pretty decent too.  Note that a pick assigned as a weapon cannot be used for mining, and vice-versa. (Same goes for axes and woodcutting)

Don't schedule an entire squad for an order (i.e, if the squad has 7 members, only assign 4 or 5 to do something at a time).

If your squad is off-duty and you need to send them into battle, station them around the armor and weapon stockpiles before you send any other orders.  If they needed to pick up equipment first, they will do so then.  This may save you from dwarves running into battle unarmed.
« Last Edit: September 26, 2011, 02:36:05 pm by melphel »
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Girlinhat

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Re: Military guide
« Reply #7 on: September 26, 2011, 12:37:30 pm »

If your military is equipped with picks, they never count as elite soldiers and can always retain their civilian duties, AND the mining skill they gain from using the pick makes sure that the peasants get a civilian job status, and are never "upset at being relieved from duty" as happens to dwarves with no skill in production.

Jake

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Re: Military guide
« Reply #8 on: September 26, 2011, 12:40:53 pm »

Goblin armour fits your dwarves now, and you still only get a third of the metal back from melting it down. Save your fuel and your dwarf-hours and issue the low-grade stuff directly until you can forge or buy better.

Wooden shields may not be much use as an emergency weapon, but they're perfectly effective for parrying. Likewise crossbows, though you should still give some thought to what happens if your marksdwarves are forced to fight at close quarters.

Unarmed combat has been severely nerfed. When you're starting from scratch it's better to make the weapons first.

Even if you only have copper or silver, don't arm your militia with nothing but hammers or maces; some Forgotten Beasts can only be killed with piercing or stabbing weapons, and they aren't enormously efficient at killing someone in proper armour either.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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Xen0n

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Re: Military guide
« Reply #9 on: September 26, 2011, 02:01:38 pm »

General:

   To avoid marksdwarves 'jumping the gun crossbow' and melee-rushing the enemy once out of ammo, create an area they can shoot from that has no short path to the enemy (e.g. put them on the second floor, behind fortifications, and make a tunnel that connect the second floor to a spot inside your fort, so they'd have to walk 20 or more tiles just to get down to where they're shooting at).  Then set a patrol order for them to go back and forth from that spot (or line of spots) and a nearby ammo stockpile which is out of view of enemies.  This way they will patrol, stop when they see an enemy, fire until out of ammo, then walk to the ammo, reload, and return.  (Source.)

   As was mentioned earlier, putting all civilians into inactive squads with basic, light (lots of leather armour and cloaks) uniforms is very helpful.  Especially nice is adding low boots or other footwear, since normally dwarves always eventually become naked once their default clothes and shoes rot, this way you can help protect them from infectious Syndromes

Training your military:

   Making squads of 2 dwarves each with the same weapon type and equal military skills is the fastest way to train your militia using the 'default' training methods, unless you happen to find an extremely skilled soldier who is also has a huge Teacher skill, and a rookie with a huge Student skill (i.e., never).  (Source.)

   Mass pitting disarmed goblins into a secure arena, with a wall of fortifications for marksdwarves, is a great way to train your militia even faster.  (Give them training weapons and/or leave the armor on the enemies for more experience per gobbo.)

   It is very easy to forget that you need to specify a valid direction for Archery Targets  :-[
   

Spoiler: Question (click to show/hide)
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Erkki

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Re: Military guide
« Reply #10 on: September 26, 2011, 02:10:03 pm »

Metal uses, quick rules of thumb:


Silver: probably your most common metal so bolts and bash weapons only

Copper: copper armor is better than no armor at all. Copper spears can also be decent, and against bigger critters they work a lot better than bashing weapons.

Bronze/Iron: axes and swords are usually decent enough when made out of bronze or iron, as is armor(esp. vs. your typical opponents, the Goblins, as well as Humans). If you can choose, rather make weapons out of bronze than iron (heavier and better other stats too) and iron armor(protects as well + less weight means more speed and Dwarf getting to strike/shoot and block/parry more more often).

Steel: best non-spoiler metal, but getting fuel & flux might be a problem. If you have it only in limited numbers, make vital stuff first: weapons, helms, mail shirts) first, leave shields last.
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