War System
Welcome to the Gears of Galudon Military Manual, in this document you will find an explanation of each part of the War System. The first thing you should know about the War System is that it consists of three parts. Army/Navy Composition, Characters Talent Points and finally Written Orders. These three are used in combination via the submission at the beginning of each war progression turn to determine your actions for that turn.
Unit Points
Starting us off we have army points, as seen on the War System Google Sheet, each unit has a certain point cost to them. Higher Tier units have higher points cost and better abilities but are often smaller in size. The amount of points the military has to spend is shared across all commissioned generals and admirals within the theatre and assigned by the Field Marshal, Grand Admiral & Lord Warden.
The amount of Unit Points the Military has is based on a number of factors such as the amount of money in the Militaries Total Wealth, as found on the logistics & finance spreadsheet. The number of Total Standing Army, The number of Drafted Magnate Troops, The number of Total Naval Ships and finally the Total Airships.
To use Unit Points when you are doing your order submission fill out the forum and in the section Army/Navy Composition, fill it out like the following.
Points assigned by Cabinet = 4
- -2 points = 2 x Galudonian Conscript Line Infantry
- -2 point = 1 x Galudonian Light Infantry
- Total Points Used: 4
Abilities
The majority of units available in the War System have abilities, these do exactly what they say in the description and are automatically activated in battle calculations. Some units have hidden synergies, but if you think logically you can surely work them out.
Some abilities apply net buffs, some apply debuffs, and some are situational. Keep these in mind when planning your army/navy composition.
Size
Each unit in the war System has a set size. Troop units have their exact numbers laid out upon the sheet with more elite units being smaller, while vehicular units come in squadrons of 7, and list their per-ship cannon count on the sheet.
Keep in mind, units can be totally or partially destroyed over the course of the war. The amount of troops who die or ships that get sunk/shot down per battle are subtracted from the overall number provided on the Finance & Logistics spreadsheet.
What Tactics to use?
Any that you can think of. Be as in depth as you want, we do not expect you to be as well versed in military tactics as an IRL general. However, some basic knowledge of Napoleonic era tactics will certainly help you with understanding the progressions, writing your orders and allow you to go more in depth with your orders. It also makes our lives easier as it gives us a much better idea of what exactly you’re trying to accomplish.
Talent Points
Your character has a number of talent points. Some of them - indeed, most of them - have some sort of relevance to military progressions.
The two that are the most important are Warfare and Navigation as these skills are a prerequisite to being either a General or an Admiral, however there are other talents that can have a massive impact on the success of your orders. Some of these include but are not limited to Wayfarer, Perception and Medicine/Alchemy.
Usage of these talent points in orders by both a general/admiral as well as their staff/retinue is very important in order to flesh out your orders and give characters something unique to be doing. Keep in mind, higher levels of talent points mean you are inherently better and more likely to succeed in things. 1 point investment is proficient, 2 is accomplished and 3 is master tier.
Example Order
Characters: Darragh Mac Mahon(link)(he/him) - Admiral Scorty Mac Bugenbahl(link)(he/him) - Captain Taylora O’Swizzler(link)(she/her) - Captain Alex Durendor(link)(they/them) - Captain Alastair Mac Conall(link)(he/him) - Scout Captain Bryanna Beckette(link)(she/her) - Admirals Bodyguard
Points Assigned by Cabinet: 36 -2 points = 1x Crankton Gun-Brig Squadron -18 points = 3x Boruvian Ship of the Line Squadron -8 points = 2x Vorith Sloop-of-War Squadron -8 points = 1x Skellig Class 1st Rate Ship of the Line with Escort Squadron
Orders: Darragh mac Mahon leading his fleet will use the intel acquired in war progression #0(link) to hunt down the dwarven invasion fleet.
Alastair Mac Conall using his Wayfarer, Perception and Navigation talents shall take his personal vessel and scout out the enemy fleet, making sure to stay out of gun range before reporting back on their heading.
If that is successful Darragh will lead his fleet on an intercept course.
Once sighted the Fleet will array itself in 3 lines, with the Sloop-of-War Squadrons in front, 2 of the Boruvian Ship of the Line Squadrons in the middle and finally the spare ship of the line squadron and the flagship + escort.
Scorty Mac Bugenbahl will lead the first line and sail towards the enemy formation arrayed in 2 columns approaching and disperse using their unique ability to Dart into the enemy formation and cause havoc.
Alex Durendor will lead their Crankton Gun-Brig Squadron in a flanking manoeuvre going around the enemy formation, giving it a wide berth in order to avoid contact until in position on the rear flank of the enemy, before turning and rapidly advancing to contact, aiming to sow more chaos amongst the enemy fleet.
Meanwhile the second line lead by Taylora will support this action by providing covering fire and moving into a medium range position. Then once enough chaos and disorder in the enemy fleet is caused by the first line and flanking squadron. They shall forum two columns and dive into the enemy fleet to deliver shattering broadsides into the enemy fleet.
Finally, the back line shall be led by Darragh Mac Mahon, who shall hold his section back to provide long range fire support, if all is successful he will in the final stage join in the main brawl and finally take up pursuit action with his fresher ships.
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