Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Tactics in the worlds of Armok  (Read 4938 times)

Tarzanello

  • Bay Watcher
  • So it goes
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #15 on: February 14, 2014, 06:17:18 am »

I think that most of what I've in mind for now might be included in this fabled "fear system" that will be included soon (-ish). But yeah, I'd love to see my dorfs or my enemies rout, react to the shortening (of the head to be more precise) of their general, and so. I do think it would be pretty awesome to have the other side of the coin though, like dorfs fighting fiercely if they see civilians threatened, or "berserk" if they see a friend or family in peril.
Not much for "tactics", but it would create great stories.
Logged
Keep in mind, I am not a smart man.

Avuge

  • Escaped Lunatic
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #16 on: February 15, 2014, 08:02:14 pm »

Speaking about formations, we'd probably need to have multi-square units so that units equipped with polearms can fight across several squares. That way the game would simulate the advantage real-life phalanxes had in ancient times and during the European Renaissance. What do Dorfs and the Swiss both have in common? They come from the mountains and will put holes in you till you resemble cheese.
Logged

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #17 on: February 15, 2014, 10:01:23 pm »

You can make formations in the current game, if you have the skill. Just set up minecart tracks in straight lines next to each other. Put the ends at the top of a hill, and have the enemy army charge in through the carts. Put military at top, tell them to ride in cart, then activate the squads while the carts are moving and watch as the goblins either get sent flying from the carts or speared from the dwarves.
Logged
RIP Moot ;-;7 Sigtext!

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #18 on: February 16, 2014, 03:52:34 am »

^that raises the point that simple infantry tactics are sorta obsolete because we have invincible armored apcs that crush gobbos as long as we have enough track. Why formation fight when you can run them over with dwarven tech?
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #19 on: February 16, 2014, 05:28:38 am »

Because you can formation fight while running them over with the invincible armoured APCS. No kill like overkill.
Logged
RIP Moot ;-;7 Sigtext!

MDFification

  • Bay Watcher
  • Hammerer at Law
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #20 on: February 16, 2014, 10:05:27 am »

This thread is a little irrelevant until the next update, when everything changes considerably. Currently, tactics amount to choose whether or not to trutle, which weapons you use, and training. Other than that it's just get people into position and let them kill. Considering only marksdwarves get told to move to a position and don't just rush the enemy, there's not even a lot to getting people into position. It'll get a lot more diverse next update with new siege mechanics and the option to get aggressive yourself.

That being said, theoretical tactics for meeting an enemy in the open field? Have a few principles:
-You'll want to soften up the enemy with ranged weapons. Concentrate your melee squads around a core of marksdwarves.
-Keep your forces consolidated! If a group of soldiers or war animals is isolated from the main formation, it can be surrounded and mobbed. Keeping your forces together will mean each unit works at a higher efficiency in terms of inflicting casualties, and has a smaller chance of becoming a casualty. The exception is deliberately sacrificing war animals for an advantage to dwarf soldiers, which we'll discuss later.
-Mix & Match! While training bladed or blunt weapons is less efficient in a mixed squad, during the battle each unit should have diverse capabilities for the eventuality that you fail to keep your forces together in a single, solid mob. This also goes for soldiers based on experience level; if you want to keep those recruits alive so they can keep landing hits, its better to allow a legendary dodger and armor user to take for them. You'll also need legendaries spread around to deal with enemy legendaries.
-War Animals are your friends; they take very little time to train and are easy to replace. Using your war animals as a buffer between yourself and the enemy means they're less likely to maim one of your dwarves. War Animals can also be used to delay enemy squads from approaching your formation, allowing you to keep a temporary numerical advantage. They're also particularly useful for sicking on enemy archers; if they're distracted by something biting their leg, they can't pincushion your dwarves.

Condensed version:
-Mix weapon skills (except archery) and elite soldiers between squads.
-Keep your squads concentrated in a single area, around a core of archers.
-Use war animals to thicken up your squads for a numerical advantage, or use them agressively to ensure your main body of troops only fights on enemy at a time.
-Try to avoid archer fire; it can really trash an otherwise solid formation alarmingly quickly unless archers get a nerf. Either move to engage those as quickly as possible or distract them with war animals.

One thing to watch out for; no matter where you position your troops, they'll currently charge the enemy as soon as they see them. If there's another enemy, they'll then charge them instead of returning to their position. So formation tactics (as opposed to a huge mob of legendary zerg) will break up if you let too many enemies engage them too fast. You'll want the formation to remain put; if it's on the move, people can get left behind and mobbed.
Oh, and bring plenty of food and water. Alcohol too... but water. IDK if they'll set up any supply mechanics or a battlefield medic system, but those are secondary considerations to defeating the Greenskin horde.
Logged

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #21 on: February 16, 2014, 12:11:53 pm »

If you incorporate architecture, you can actually use tactics in the game as-is.

I've been building castles in my human version of the game. Triple wall system. The first set is the actual keep, a twenty by twenty building capable of housing the dining hall and a dorm. Then the first set of walls is a hollow three-square layer of stone. The outer layer is Fortifications, the center is a walkway for your dwarves. The gate is about five deep with a bridge inside, and a pair of barracks to keep guards training. Those barracks guard the entries to the archers' path, and setting up a barracks with a pair of doors will keep your squad concentrated where it can do the most damage.

Build a few inner walls around barracks to keep the enemies from being seen until it's time, and . . . there you go.
Logged

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #22 on: February 16, 2014, 12:29:46 pm »

Is there any medieval counter to flying attackers other then your own flying attackers, realistically speaking? Also, is it better to use oars, or be pulled by hippos or crocodiles?
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

PDF urist master

  • Bay Watcher
  • Born from cold iron
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #23 on: February 16, 2014, 01:09:46 pm »

lots of crossbows. FILL THE AIR WITH BOLTS!
Logged
We are not evil by choice, but evil by necessity.

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #24 on: February 16, 2014, 01:12:55 pm »

In the game? Crossbowmen. In real life? Arrow slits and crenelations at the tops of walls, and massed volleys of ballista and catapult fire. I suppose artillery fire could be used in-game, but right now it all would have to be on the same level. You'd need ballistas on every floor of the walls because bolts don't "hit" targets on other levels. Though the bolts do fare better when they land down instead of even.
Logged

Blastbeard

  • Bay Watcher
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #25 on: February 16, 2014, 03:32:00 pm »

The best offensive tactic a dwarven army could employ is undermining, with dragon cavalry taking a close second.
Dwarves are born diggers, you see. Give a dwarf a pick and he can tunnel to the center of the earth, provided nothing kills him along the way. A few hundred dwarves with picks can do that job faster and you have the benefit of numbers to increase success.
No castle wall is stronger than the ground beneath it, and all a dwarf army would need to do to breach the defenses is tunnel under and dig up. If whatever waits behind that wall is too tough to fight head on, the dwarf army needs only dig out the ground beneath the castle and send the whole structure plummeting into the magma sea.
Logged
I don't know how it all works, I just throw molten science at the wall and see what ignites.

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #26 on: February 16, 2014, 04:40:59 pm »

I imagine it's possible to fly above bow range and just drop boulders, isn't it? Seems like you'd want to build so high that any further up means low oxygen.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #27 on: February 16, 2014, 05:11:19 pm »

Ballistas and catapults, my friend. Longer ranged weapons. Yes, it might still be possible for some creatures to fly higher, but there's the matter of weight. How many boulders could a wave of creatures lift? Would it actually be worth it? Keeping in mind that the vanilla game involves Dwarves. It'd be hard to use that tactic against them, given the game mechanics. You might kill the surface dwarves, but you wouldn't do much against the burrowed ones.

Even today it's difficult to carpet bomb a mountain force out of existence. Stone cliffs have a nasty habit of stopping surface assaults.
Logged

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #28 on: February 16, 2014, 06:09:13 pm »

That reminds me, given that there are feasible underground crops and at least one race to show you how it's done so to speak, i don't see why humans wouldn't build and harvest underground. Less then optimal yes, but given real world things like the Turkish underground cities why not? Same could go for the elves in a bad year, maybe.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Tactics in the worlds of Armok
« Reply #29 on: February 16, 2014, 09:33:43 pm »

I'd be inclined to do that as a human, if I had access to dwarves. Right now I'm waiting for them, and they don't seem to be showing yet.

Of course, I just started a new castle, so I've got about a year before they're coming.
Logged
Pages: 1 [2] 3