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47 Battle Tactics and Strategies For Your Military RPG Campaign
47 Battle Tactics and Strategies For Your Military RPG Campaign
AND STRATEGIES
For Your Military RPG Campaign
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Enjoy!
Ambushes:
1. Hasty Ambush.
A Hasty Ambush is a tactic used in a situation where there the
attacking force does not have a lot of time to prepare a more thorough
attack. Hasty Ambushes are best used in running battles, where the distance
between foes can be counted in a matter of minutes or seconds. Using
whatever terrain they have at hand, the ambushers set up on one or more
sides of the expected enemy approach, ready to spring their assault with
melee and or missile weapons and spells as soon as the foe is within the
appropriate range.
Strengths: Hasty Ambushes are very good for trained soldiers,
monsters or adventurers who know how to fight together cohesively. Done
properly, a Hasty Ambush can catch a fast-moving enemy unawares better,
conferring a higher chance of achieving surprise or initiative. Hasty
Ambushes also don’t require much more than a few minutes’ preparation
to succeed.
Weaknesses: Green or ill-disciplined forces are less likely to
successfully launch a Hasty Ambush as they will require more lead-up time
to properly conceal themselves and determine the most advantageous place
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and timing to launch the attack. Ill-disciplined forces are better suited for
Prepared Ambushes, and those characters/beings without stealth or
sneaking skills cannot guarantee Surprise or Initiative bonuses.
2. Prepared Ambush.
Prepared Ambushes are basically Hasty Ambushes with hours or even
days of lead-up time, allowing the attackers to better prepare the battlefield
for the coming fight. Using the natural terrain as a starting point, Prepared
Ambushes go a step further, setting traps, digging ditches or using
brush/earth/wood to funnel an enemy more efficiently into a prepared
‘kill-zone’ for melee, missile, and spell attacks.
Strengths: Usable by both veteran and inexperienced troops alike, the
Prepared Ambush will almost certainly grant automatic surprise and or
initiative in an encounter. No special skills are necessary from the
ambushers – thus characters with low or non-existent stealth or hiding
skills can still perform a Prepared Ambush.
Weaknesses: Prepared Ambushes require the ambushing force to be
in place hours or even days ahead of the enemy, and the grueling task of
setting traps or creating earthworks can easily deplete any advantage such
a force might have when it comes to rest and fatigue. They also require
some advanced knowledge of the enemy’s movements and pace, as even the
best laid ambush is worthless if the enemy takes another road!
3. Linear Ambush.
A Linear of single-edged ambush is the most basic of surprise tactics,
and involves striking an enemy force on a single flank along the line of its
march, almost always while it is moving.
Strengths: Linear Ambushes are incredibly easy to conduct, and
generally require no specialized leadership or military skills. They also
allow a commander to keep sight on his or her entire force, as the
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4. “L-Shaped” Ambush.
In this tactic, the enemy performs a Hasty Ambush with missile-
capable troops, setting up directly in front of and to one side of an
approaching enemy. This gives the attacking force some good advantages
when it comes to striking the weakest point of the foe – good L-Shaped
Ambushes can easily put officers and even enemy commanders well within
the reach of an ambushing force’s missile weapons. Cover is key here; L-
Shaped Ambushes are best performed in forested or very broke terrain
where both the enemy and their targets will have some degree of missile
cover.
Strengths: The L-Shaped Ambush creates close to a mathematical
certainty that the victims of the ambush will gain an absolute maximum of
33% cover from incoming missile attacks. It is also easy for less-disciplined
troops to perform, as there is little danger of catching their own allies in a
crossfire, and when retreating, the ambushing force can still maintain a
degree of cohesion – they can all retreat in the same direction, and none of
them are at any particular risk of being cut off should the ambush go
poorly.
Weaknesses: The L-Shaped Ambush is not as effective at catching an
enemy in a crossfire (removing ALL cover bonuses from terrain) as a
Double Flank Ambush. The L-Shaped Ambush also opens up the ambushing
force to a concerted counter-attack as well should the ambush go poorly.
Finally, the very terrain that makes L-Shaped Ambushes so successful
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7. Defile Ambush.
This ambush uses the presence of a narrow defile or passage of some
sort that is flanked by high, unassailable ground on both sides for some
distance, creating a natural funnel that forces the victims to either push
ahead, or retreat.
Strengths: A Defile Ambush is best when the sides of the defile are
either too steep to climb or at least present such a limiting factor on
movement rate that the attackers above are afforded a great deal of time to
deal with those who do try to climb. Done correctly, a Defile Ambush can
achieve Surprise and Initiative, as well as forcing the enemy to travel a
great deal of distance (forward to the end of the defile or backwards in
confusion to the beginning) to get to their attackers.
Weaknesses: Defile Ambushes are relatively useless for troops
without missile or spell attacks, though the presence of boulders or logs at
the top of the defile may at least allow melee-only troops to send them
crashing down into their foes. The nature of the defile itself also ensures
that your forces are divided in two, potentially making each side vulnerable
to the eventual counter-attack. The amount of time it might take the two
sides to join up again could thus do a great deal of harm to the ambushing
side.
8. Feigned Withdrawal.
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9. Infiltration.
This tactic involves placing a number of elite or specialized soldiers
(mid-high level adventurers generally work well here) well within the
enemy’s lines, for purposes of spying, assassination, sabotage, or the sowing
of confusion or discord. These soldiers can be either covert or overt – that is
to say, completely hidden or hidden within plain sight. If they are
completely hidden, they must rely upon their ability to sneak about –
detection will mean instant confrontation. If they are hidden in plain sight,
they are generally masquerading as the enemy, bearing the arms and
uniforms of the foe in an effort to blend in and get close to their target.
Strengths: This tactic can easily wreak havoc on an enemy force –
either at camp or on the move. By placing some of your best elite forces at
the literal heart of the enemy, a commander is able to achieve a great
number of goals – imagination and opportunity being the only limits. See
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Skirmishes:
10. Skirmish Line.
Used by light or missile troops, a Skirmish Line can help to break up
or soften enemy forces before they reach their goal. Best used with lighter,
relatively fast-moving forces, Skirmish Lines are irregular, and have no real
unit cohesion to break.
Strengths: Skirmish Lines should grant a minor bonus to missile
weapon accuracy or damage, as well as a very slight movement bonus to
reflect their lack of encumbrance.
Weaknesses: Extremely vulnerable to cavalry charges and direct
attacks by fast-moving light-medium infantry forces. Lack of unit cohesion
means Skirmish Lines generally break easily.
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should grant bonuses to hit against targets moving from cover to cover, and
against targets with shields.
Weaknesses: Withering Fire reduces the overall volume of missiles
that can hit an enemy at once, and although the casualties will be the same,
the shock to morale of losing those casualties will be spread out more
evenly.
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Strengths: Hasty Attacks are very good for trained soldiers who know
how to fight together cohesively. As armies on the move or encamped at
night are at their most vulnerable, attacking them at such times can
severely hamper that army’s usual advantages of numbers or armament.
Done properly, a Hasty Attack can catch a moving or encamped enemy
unaware, conferring a higher chance of achieving Surprise. Hasty Attacks
also don’t require much more than an hour or so of preparation to succeed.
Weaknesses: Green or ill-disciplined forces are less likely to
successfully launch a Hasty Attack as they will require more lead-up time
to properly conceal themselves and determine the most advantageous place
and timing to launch the attack. Large armies are also very hard to conceal
– moving a sufficient force towards a marching or encamped foe will take a
great deal more planning and discipline.
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16. Feint.
A Feint is, simply put, a ruse conducted by an army meant to fool the
enemy into believing something advantageous to you. This can take many
forms, from convincing an enemy that your flank is weak in order to invite
a foolish attack to convincing the foe that you intend to attack their left
when your real intentions lie to their right.
Strengths: Done correctly, a Feint can all but ensure the enemy moves
vital troops into a disadvantageous position, potentially opening up a flank
or weakening their main line.
Weaknesses: A Feint requires a skilled battle commander, as well as a
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believable movement of troops – the enemy isn’t going to react unless you
give him or her a reason to believe they have an advantage. Improperly
conducted, a Feint can backfire very easily, leading a commander to
sacrifice precious men, time and resources to a ruse that doesn’t fool
anyone.
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them in an effort to reach the retreating army. Otherwise, these units will
simply be swept aside by the tide of the foe. Additionally, the units covering
the army’s retreat will usually be lost, or at the very least take horrific
casualties.
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Field Battles:
21. Envelopment.
Also known as Flanking, Envelopment is the act of wrapping a single
flank around the opposing flank of the enemy. Best done by faster or more
maneuverable forces (cavalry, light infantry, etc.) to limit enemy response
time (a slow moving flanking force could be counterattacked by enemy
reserves if they take too long), Envelopment allows a force to viciously
attack two or even three sides of an enemy force.
Strengths: The Enveloped foe’s flank will take moderate to severe
Morale and Defensive penalties (to Armor, melee defense, etc.) once
flanked, and their ability to maneuver will be entirely removed – this
includes their ability to escape as well.
Weaknesses: Enveloping an enemy’s forces requires several factors to
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moderate to severe morale penalty in those enemy forces who survive it.
Weaknesses: The Shock Charge requires that the enemy being
targeted are relatively weaker than the charging forces; disciplined infantry
– particularly those with spears or other anti-cavalry weapons – will often
stand their ground against this tactic.
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envelop your force, and no amount of reserves in the world will matter if
that happens.
Sieges:
35. Standard Investment.
This type of siege is your run-of-the-mill assault against a fortified
structure. Using ladders, towers, mines, siege engines and rams, the
attacking force undertakes a lengthy but determined assault upon the
enemy castle/city walls.
Strengths: Much faster than a Protracted Investment, this type of
siege doesn’t require the same amount of supplies, not the same risk of
disease, starvation, or the arrival of relief forces to attack the besieging
army.
Weaknesses: This is also the far riskier type of engagement, and
casualties (at least in the short-term) will be much higher than with a
Protracted Investment.
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ladders.
Weaknesses: Protracted Investments take a very long time – weeks,
months – even years to successfully starve out an enemy. They also open up
the attacking army to the risks of starvation, disease, and attack by relieving
forces, who will have more than enough time to gather and march upon
the besieging army.
37. Infiltration.
By use of stealthy, agile, or simply well-disguised agents, the
attacking force places a very small but well-trained force within the
enemy’s fortification, prepared to sabotage the defenses, murder castle
leaders, burn their supplies or even open the gates from within.
Strengths: Obviously, the use of such a tactic can save countless lives
that would otherwise be spent in assaulting the castle. It can also save a
great deal of time; three of four infiltrators who enter the castle as simple
merchants or travelers can easily open the gates at night for an attacking
force that arrives under cover of darkness – the defenders will often be
caught completely off-guard in this case.
Weaknesses: Such infiltrators must be exceptionally brave and well-
trained, and must of course be able to overcome any resistance they might
face inside without hope of aid or rescue if things go wrong. It also requires
relatively lax security within the castle/city to work effectively, as on-guard
or particularly watchful agents of the enemy are often trained to look for
such foes.
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such tactics and weapons will be very difficult to counter, turning normally
protracted sieges into quick and deadly assaults.
Weaknesses: The rarity of such weapons/tactics in your campaign
world will be a natural limiting factor in their use, and most weapons or
tactics of this nature can also be turned against the attackers or have
inherent disadvantages all their own (plague also spreads outside the walls,
artillery can be captured, siege-engines can drastically slow down their
army, etc.)
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Their foes, being caught between high walls and fresh enemy
reinforcements should also see a moderate drop in morale, as well as nearly
non-existent unit cohesion.
Weaknesses: A Relief Force requires allies willing to meet the enemy
in the field, as well as enough time for such soldiers to be marshaled
together and marched to the castle’s defense. As the besieging army will
have likely stripped the entire region bare of supplies, Relief Forces should
be expected to bring their own supplies with them, potentially slowing
them down even more.
41. Undermining/counter-mining.
By digging well shorn-up tunnels beneath the vulnerable corners or
edges of enemy walls or towers, then lighting said tunnel shoring on fire, a
small force of skilled miners can bring down a section of wall, tower, or
even gatehouse. Counter-miners within the castle or city can rely upon
sounding devices or possibly magic to determine the location of enemy
tunnels, and dig their own tunnels to meet them.
Strengths: This tactic is relatively difficult to counter, and if
successful, such a mine will almost always cause severe damage to stone
structures above. It also affords the besieging force a relatively quick (days
and weeks, rather than months or years) way to end the siege if they are
performing a Protracted Investment.
Weaknesses: Tunneling is difficult and dangerous, and collapses,
deaths from asphyxiation, and counter-mining are very real threats. It also
requires a clear path from the tunnel’s beginning (which must be
concealed and protected, lest the besiegers tip the enemy off to their
intentions) to the wall or tower being undermined. The presence of marshy
ground, high ground water, a river, or even solid stone will render such
tactics useless.
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Fantastical or Other:
42. Triple Envelopment.
Taking advantage of large flying creatures (dragons, wyverns, rocs,
etc.), a commander on a fantasy battlefield could not only surround his or
her foe on land, but in the air as well.
Strengths: Troop formations are incredibly vulnerable to aerial
attacks, and present neat, tightly-packed targets to avian creatures. The fear
factor should not be underestimated either; troops have a hard enough time
fighting their own kind, let alone creatures that rain down death from
above.
Weaknesses: Not only would the availability of trained or
controllable avian creatures be a problem set in and of itself, there is also
the risk of friendly fire when you bring something like a dragon into a
battlefield. Even under exacting control, dragons are not exactly surgical in
their attacks.
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all hope of escape dashed. Of course, if the enemy also has the ability to use
Magical Infiltration, wise commanders will leave their own elite forces in
reserve awaiting the arrival of the enemy’s shock troops, then send them in
right on top of the infiltrators!
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well waste valuable time, arrows, or men in a fruitless effort. Such barriers
can also create choke points or significantly slow an enemy’s charge,
granting the army the ability to concentrate their forces for a decisive
engagement.
Weaknesses: Magical Barriers – beyond being relatively rare, also
rarely last particularly long. Some also require concentration, a difficult
task for a wizard in battle.
47. Legion.
This tactic involves the use of some sort of numerous, fantastical
soldiers who do not suffer the morale, fatigue or damaging effects of
normal soldiers. Anything from a few hundred undead to a band of fearless
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Orcs can be used here, with the key point being the unit’s ability to ignore
one or more extremely important strategic or tactical limitations that bind
most armies. For example, most fantasy iterations of Undead do not know
fear, nor do they tire or feel pain – qualities that even on their own can
easily turn the tide of war.
Strengths: Legion tactics are hard to counter, and generally provoke a
negative reaction in terms of morale on troops who are not used to dealing
with them.
Weaknesses: The morale effects don’t matter to veteran troops who
have faced such foes before, and most Legion units have some severe
limitations (low movement rate, requirement of a spellcaster to control
them, etc.) that can be taken advantage of by a cunning leader.
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