Post by Wei Guozhi on Jan 14, 2011 17:14:17 GMT
In this RPG, we will only be having generic soldiers, meaning tiers no longer apply. There are still differences between troops however, and each soldier type will come with a brief description to explain their use. We do not follow the generic systematics of stratagem in this rpg. Meaning a spearman cannot defeat a cavalry based unit simply because it has a spear. Sword does not beat pike or spear, etc etc. results are based only on how each unit is role-played and engaged.
I will also provide a list of the general weapons that can be crafted or purchased in all city armouries. Note that not all of the below weapons are available, some - like the level 4 and 5 weapons, can only be purchased in specific cities. Make sure to check the cities statistics thread in cities your nation controls to know what is and what isn't available to you.
Troops
Important: The image is designed to help you visualize what the particular troops look like, and is not meant to be taken at face value. Use the descriptions and their status (veteran or conscript), to determine their equipment.
Peasants (image not shown).
Often equipped with bamboo spears. Peasants seek safety in numbers, and will often boost or lower the morale of those around them when engaged in combat. They are drilled in the most basic of troop movements, and have very little armour, mostly what they can scrounge up themselves. They are most useful for padding out your troop counts, but don't really help for much on their own, unless the battle is heavily in your favour.
Swordsmen.
A part of the major fighting core. The swordsmen is well equipped, with a single edged dao, and a shield. They can be used in many situations, yet have proven to be more successful when attacking fortified positions. The swordsmen are equipped with little armour, though veteran units are supplied by the state. When equipped with armour, it's leather lamellar armour which offers sufficient protection and ease of movement.
Spearmen.
The largest bulk of any force, due to their ease in training and cost-effective equipping. Their spears are useful for not only thrusting, but hooking opponents and pinning them down, as well as easily pulling riders off their horses if they get too close. Like other units, they wear little armour, but are equipped with a shield. Though veteran units with are supplied by the state, with the armour being leather lamellar armour, and their spears are much longer, forcing them to go without shields, but their greater range and armour offers sufficient protection.
Archers.
Not as common as crossbows within Chinese armies, but tend to be employed for the ease of massing them together, being that more archers can be put in a smaller space and still have room to loose their arrows than crossbowmen would need. The standard archer is lightly equipped, and is meant to travel fast. They have a recurve bow, a quiver of arrows and a one handed dagger axe for close quarter fighting if it comes to it, generally used in the pursuit of a routing army. Their bows have some significant power that gives them great range at around 400 meters, but that is merely their maximum range. Their effective killing potential is around 50 meters.
Crossbowmen.
The most common ranged unit in any Chinese army, for it's ease in training. The rate of fire is slower than that of a bow, but it is far superior in terms of flat trajectory and penetration power, realizing this, their maximum range is only about 300 meters, but their killing potential is 80 meters, meaning the enemy will experience greater hurt from a longer distance. They are equipped with their crossbow of course, as well as a bolt pouch. Like archers, Crossbowmen have to do their fair share of hand to hand fighting as well, and are also equipped with a dagger axe.
Cavalry.
The greatest advantage of cavalry, is that they can dictate when and where they will fight. Mobility is the key here. They are composed of wealthy citizens who are capable of owning and caring for a horse, and are expected to maintain the animal in peacetime. The state equips them with a spear, armour, a helmet, and a single edged dao. Their uses however are limited in pitched battles; they keep the enemy cavalry in check, they protect the flanks, and are extremely useful in mopping up a routing army, though keep them out of range from archers and crossbowmen. Arrows and bolts can cause quite a bit of hurt to horses. Using them to conduct a full on charge however isn't wise. It can be done at the right moment, but the ability to see such a moment is a skill in and of itself. If such a thing is done, make sure to pull them back right away. Cavalry that has been surrounded are easy pickings.
Horsebowmen.
Perhaps one of the most useful of all horse units, horsebowmen are capable of firing their arrows at a gallop, and can wheel their horses around with great ease. They are largely nomadic recruits, but these nomads also help in training native Chinese to ride and fire in the same manner. Their range is significantly lowered because of being on a moving horse, and the killing potential of their arrows is also reduced, having a 200 meter maximum range, but only a 30 meter killing potential. However because of their mobility, such a sacrifice is extremely useful because you can run circles around your enemies attacking them at will, while keeping out of their range. Obviously they are equipped with a bow and quiver of arrows, but they also have a single edged dao for cutting down routing troops. Like regular cavalry, keep them out of range of archers and crossbowmen.
Note for ranged units: Maximum range means that is the furthest distance they can fire, but the velocity of the arrows and bolts goes down over longer distances, meaning that such loosing of missiles is merely an annoyance, and at best causing minor wounds to unarmoured troops. Their effective killing range, is the maximum distance for getting an effective killing shot, but armour lessens this. For the best results, try and have them release their arrows and bolts at the shortest distance possible.
I will also provide a list of the general weapons that can be crafted or purchased in all city armouries. Note that not all of the below weapons are available, some - like the level 4 and 5 weapons, can only be purchased in specific cities. Make sure to check the cities statistics thread in cities your nation controls to know what is and what isn't available to you.
Troops
Important: The image is designed to help you visualize what the particular troops look like, and is not meant to be taken at face value. Use the descriptions and their status (veteran or conscript), to determine their equipment.
Peasants (image not shown).
Often equipped with bamboo spears. Peasants seek safety in numbers, and will often boost or lower the morale of those around them when engaged in combat. They are drilled in the most basic of troop movements, and have very little armour, mostly what they can scrounge up themselves. They are most useful for padding out your troop counts, but don't really help for much on their own, unless the battle is heavily in your favour.
Swordsmen.
A part of the major fighting core. The swordsmen is well equipped, with a single edged dao, and a shield. They can be used in many situations, yet have proven to be more successful when attacking fortified positions. The swordsmen are equipped with little armour, though veteran units are supplied by the state. When equipped with armour, it's leather lamellar armour which offers sufficient protection and ease of movement.
Spearmen.
The largest bulk of any force, due to their ease in training and cost-effective equipping. Their spears are useful for not only thrusting, but hooking opponents and pinning them down, as well as easily pulling riders off their horses if they get too close. Like other units, they wear little armour, but are equipped with a shield. Though veteran units with are supplied by the state, with the armour being leather lamellar armour, and their spears are much longer, forcing them to go without shields, but their greater range and armour offers sufficient protection.
Archers.
Not as common as crossbows within Chinese armies, but tend to be employed for the ease of massing them together, being that more archers can be put in a smaller space and still have room to loose their arrows than crossbowmen would need. The standard archer is lightly equipped, and is meant to travel fast. They have a recurve bow, a quiver of arrows and a one handed dagger axe for close quarter fighting if it comes to it, generally used in the pursuit of a routing army. Their bows have some significant power that gives them great range at around 400 meters, but that is merely their maximum range. Their effective killing potential is around 50 meters.
Crossbowmen.
The most common ranged unit in any Chinese army, for it's ease in training. The rate of fire is slower than that of a bow, but it is far superior in terms of flat trajectory and penetration power, realizing this, their maximum range is only about 300 meters, but their killing potential is 80 meters, meaning the enemy will experience greater hurt from a longer distance. They are equipped with their crossbow of course, as well as a bolt pouch. Like archers, Crossbowmen have to do their fair share of hand to hand fighting as well, and are also equipped with a dagger axe.
Cavalry.
The greatest advantage of cavalry, is that they can dictate when and where they will fight. Mobility is the key here. They are composed of wealthy citizens who are capable of owning and caring for a horse, and are expected to maintain the animal in peacetime. The state equips them with a spear, armour, a helmet, and a single edged dao. Their uses however are limited in pitched battles; they keep the enemy cavalry in check, they protect the flanks, and are extremely useful in mopping up a routing army, though keep them out of range from archers and crossbowmen. Arrows and bolts can cause quite a bit of hurt to horses. Using them to conduct a full on charge however isn't wise. It can be done at the right moment, but the ability to see such a moment is a skill in and of itself. If such a thing is done, make sure to pull them back right away. Cavalry that has been surrounded are easy pickings.
Horsebowmen.
Perhaps one of the most useful of all horse units, horsebowmen are capable of firing their arrows at a gallop, and can wheel their horses around with great ease. They are largely nomadic recruits, but these nomads also help in training native Chinese to ride and fire in the same manner. Their range is significantly lowered because of being on a moving horse, and the killing potential of their arrows is also reduced, having a 200 meter maximum range, but only a 30 meter killing potential. However because of their mobility, such a sacrifice is extremely useful because you can run circles around your enemies attacking them at will, while keeping out of their range. Obviously they are equipped with a bow and quiver of arrows, but they also have a single edged dao for cutting down routing troops. Like regular cavalry, keep them out of range of archers and crossbowmen.
Note for ranged units: Maximum range means that is the furthest distance they can fire, but the velocity of the arrows and bolts goes down over longer distances, meaning that such loosing of missiles is merely an annoyance, and at best causing minor wounds to unarmoured troops. Their effective killing range, is the maximum distance for getting an effective killing shot, but armour lessens this. For the best results, try and have them release their arrows and bolts at the shortest distance possible.