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Author Topic: Guards in DF 2010?  (Read 2222 times)

Maldevious

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Guards in DF 2010?
« on: June 17, 2010, 09:51:24 am »

So I've finally gotten my first fortress up to the point where I wanted to have some guards (not soldiers) in 31.06. I checked the wiki and did a quick search, but didn't really find much info on how guards work in the new version with the military overhaul. Anyone have some insight?
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Greiger

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Re: Guards in DF 2010?
« Reply #1 on: June 17, 2010, 10:58:45 am »

From my use they are exactly identical to the militia.  The only difference is that their squad is always led by the captain of the guard.  I haven't found any other limitation in what you can do with them.  In all regards they are identical to regular militia.

I pretty much just give them leather armor and some kind of easy to make weapon.  And set the squad to alternating patrol burrow and training.  With half the squad set to do each at any one time. Seems to be the closest thing to old functionality.  Handy against the odd vulture that flies over the walls, or elkbirds or something that wander up from the depths.

P.S. You create their squad just like you create militia squads.  Select the Captain of the guard on the squad list and then create a squad.
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Obibun

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Re: Guards in DF 2010?
« Reply #2 on: June 18, 2010, 05:05:48 am »

Blasphemy.

The Guards and the Captain of the Guard should be the most prestigious outfit in your entire military.

They should have access to the best armor and weaponry.

Not shoved aside like some useless police officers.
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Jimmy

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Re: Guards in DF 2010?
« Reply #3 on: June 18, 2010, 05:27:02 am »

Fortress Guard = Police
Militia = Army

Who do you think should have better equipment?

Also, since the Fortress Guard are occasionally called upon for beating duty, giving them wooden training weapons is a good idea. I've seen my legendary armorsmith bifurcated by my captain's steel battle axe due to an unmet mandate from a phantom mayor.
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Mandaril

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Re: Guards in DF 2010?
« Reply #4 on: June 18, 2010, 06:34:14 am »

Yeah, currently the guards do not automatically patrol the fortress, you have to form the squad, or use military squad for the guard purpose, equip them, define schedule and patrol routes.

Militia Commander or General is the person who gets the best equipment, of course! :P
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Maldevious

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Re: Guards in DF 2010?
« Reply #5 on: June 18, 2010, 07:46:34 am »

It might not be the best equipment, but my militia commander has an artifact leather helmet depicting him striking down a berserk craftsman. It's pretty awesome.

I think I figured it out. I have one squad of five with a deployment that has them defend a burrow consisting of most of my main areas (dining room, workshops, hospital, etc.). Every month about half of them are on duty, the other half rest or train. Works well so far.
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smigenboger

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Re: Guards in DF 2010?
« Reply #6 on: June 18, 2010, 07:55:54 am »

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Blasphemy.

Blasphemy! The goblins are on the outside of the fort, your army needs to have the good stuff
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AtomicPaperclip

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Re: Guards in DF 2010?
« Reply #7 on: June 18, 2010, 12:25:21 pm »

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Blasphemy.

Blasphemy! The goblins are on the outside of the fort, your army needs to have the good stuff

Sarcasm, guys.

I would suggest not giving them any weapons or they will murder all your dorfs for failed production orders.
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Chthonic

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Re: Guards in DF 2010?
« Reply #8 on: June 18, 2010, 12:36:54 pm »

Featherwood training sword.
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Misterstone

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Re: Guards in DF 2010?
« Reply #9 on: June 18, 2010, 01:13:21 pm »

Sorry to invade this thread with common questions, but are archers now training and equipping themselves properly?  Is it possible to have a squad of archers and expect them to actually have bolts with them, assuming I have quivers and other related equipment?
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Greiger

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Re: Guards in DF 2010?
« Reply #10 on: June 18, 2010, 02:54:13 pm »

Fraid not.  I haven't tried with fortress guards armed with crossbows, but I don't see any indication of it being any different than the militia. (which clearly can't figure them out)
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katyrnyn

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Re: Guards in DF 2010?
« Reply #11 on: June 18, 2010, 06:42:07 pm »

I would suggest not giving them any weapons or they will murder all your dorfs for failed production orders.

^^ This. 

I had a revolt in one of my 31.05 fortresses where the newly elected immigrant Mayor issued beating orders for all of the original seven for carrying -Orthoclase Mug-s to the Trade Depot.  As my "guard" was armed with *Steel BattleAxe*s, they went around beheading the founding dwarfs.  It looked rather like a coup... but I know that's just normal dwarf behaviour....  It also produced my first tantrum spiral of 31.x.

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Orris

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Re: Guards in DF 2010?
« Reply #12 on: June 19, 2010, 06:50:36 am »

I would suggest not giving them any weapons or they will murder all your dorfs for failed production orders.

^^ This. 

I had a revolt in one of my 31.05 fortresses where the newly elected immigrant Mayor issued beating orders for all of the original seven for carrying -Orthoclase Mug-s to the Trade Depot.  As my "guard" was armed with *Steel BattleAxe*s, they went around beheading the founding dwarfs.  It looked rather like a coup... but I know that's just normal dwarf behaviour....  It also produced my first tantrum spiral of 31.x.

I had a similar happening in my first fully functioning fort. After an ambush of an FB from the depths of the caverns, I quickly started forming a fortress guard to stop the thing from killing my dwarves dead. The only two were a wrestler who frankly got torn in half two seconds later when he walked into the giant otter's path, and my original miner, who had now become legendary. She immediately embedded her pick into the thing and killed it (Although not before it took down 14 of my 35 dwarves with it). AWESOME. THE FORT IS SAVED.

My new guard began to parade about the fort, which was full of tantruming, grieving dwarves, Putting her pick into the head or throat of any person that would do no less than take a quick swing at a cow. The fort slowly gained up to about 6 casualties to her tyranny before I caught a look at a report of it.
NOT SO AWESOME. THE FORT IS UNSAVED.

And well, you can figure how it went from there.
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