So what do you think are the keys to winning a large scale pre-gunpowder battle when commanding an army and how to have it governed by character stats in an RPG?
I'm trying to pin down the personal factors beyond the logistics and external factors in a battle, to tie into stats so the things that precede the battle itself, which can modify some of these factors, are out of the scope since those are more managerial issues. The issue here is how commander's sole presence and skill can guide the outcome of a battle in the moment of battle.
Ultimately, whether the player can lead an army to victory must be entirely up to the player as guided but partially limited by his character's skills, much like single or squad level combat in regular games.
Now this also depends largely on the level of involvement in battle management and the degree of abstraction vs. simulation. Will the player be able to command even the smallest individual groups in an army or play highly abstracted mini games ala Risk or anything in between? For this thread alone, I'm limiting it to the former where you can command, at the very least, the smallest group of units as the lowest ranking captain or the entire army and all of its elements as the commander, depending on your rank.
Reading on history leads me to come to the following conclusions (in no particular order) :
Your reputation
Charisma/Ability to inspire men
Tactical repertoire and imagination
Ability to read the opponent's tactical scheme
Ability to asses opponent's condition
Ability to asses your own men's condition
There are many historical accounts where an army's morale and willingness to fight is drastically reduced due to the reputation of the opponent commander and how the former was intimated into giving up early or simply not fighting effectively or vice versa, an army drawing confidence and courage due to the commanding officer's reputation or simply the reputation of single accomplished and experienced individuals doing the same in locally smaller scopes. There is also the case of particular units in the army having their own reputation also as a demoralizing or encouraging factor, like Caesar's 10th legion, Varangian guards or Swiss mercenaries.
Apart from past and renown accomplishments to serve as reputation, there's also the individual charisma. Again, historical accounts are aplenty, military leaders intervening in moments of crisis to inspire their men and winning against odds. So I think that this personal magnetism factor should be incorporated if there are other character stats covering the same sphere.
This should be straightforward enough from a reality viewpoint, the order of battle, the formations as it was often what won battles, breaking enemy lines without compromising yours and having the element of surprise when necessary. The problem is I have no idea how to determine what tactics would prove more promising in what situations so as to be able to make a clearly defined but also dynamic order of preference based on situations and how to tie these into the stats, not to mention how to account for improvised free-manipulation of armies stat-wise.
There's a certain expansion for The Riddle of Steel, dealing with large scale warfare, named Flower of Battle which I'm sure is full of nice ideas but I've yet to read it. Perhaps it should provide a basic prediction of how your opponent expects you to move, the accuracy of the prediction based on your stats, so that you can look into ways to circumvent that AND a further prediction, again based on your stats, of how your opponent would react to any particular move? Sounds kind of nice to me on paper but open to lots of exploits. Note that this is intertwined with assessing enemy tactics.
Ability to assess your and opponent's men should also be straightforward. Using and replacing units based on their "battle-load", knowing when to relieve certain units, spotting when the enemy lines are losing efficiency, whether they are well supplied and refreshed or starving etc. Stat-based perception/observation checks on men's encumbrance, health, morale and motivation should do it, I guess.
What are your ideas? Anything you find stupid up there? How would you do it?
I'm trying to pin down the personal factors beyond the logistics and external factors in a battle, to tie into stats so the things that precede the battle itself, which can modify some of these factors, are out of the scope since those are more managerial issues. The issue here is how commander's sole presence and skill can guide the outcome of a battle in the moment of battle.
Ultimately, whether the player can lead an army to victory must be entirely up to the player as guided but partially limited by his character's skills, much like single or squad level combat in regular games.
Now this also depends largely on the level of involvement in battle management and the degree of abstraction vs. simulation. Will the player be able to command even the smallest individual groups in an army or play highly abstracted mini games ala Risk or anything in between? For this thread alone, I'm limiting it to the former where you can command, at the very least, the smallest group of units as the lowest ranking captain or the entire army and all of its elements as the commander, depending on your rank.
Reading on history leads me to come to the following conclusions (in no particular order) :
Your reputation
Charisma/Ability to inspire men
Tactical repertoire and imagination
Ability to read the opponent's tactical scheme
Ability to asses opponent's condition
Ability to asses your own men's condition
There are many historical accounts where an army's morale and willingness to fight is drastically reduced due to the reputation of the opponent commander and how the former was intimated into giving up early or simply not fighting effectively or vice versa, an army drawing confidence and courage due to the commanding officer's reputation or simply the reputation of single accomplished and experienced individuals doing the same in locally smaller scopes. There is also the case of particular units in the army having their own reputation also as a demoralizing or encouraging factor, like Caesar's 10th legion, Varangian guards or Swiss mercenaries.
Apart from past and renown accomplishments to serve as reputation, there's also the individual charisma. Again, historical accounts are aplenty, military leaders intervening in moments of crisis to inspire their men and winning against odds. So I think that this personal magnetism factor should be incorporated if there are other character stats covering the same sphere.
This should be straightforward enough from a reality viewpoint, the order of battle, the formations as it was often what won battles, breaking enemy lines without compromising yours and having the element of surprise when necessary. The problem is I have no idea how to determine what tactics would prove more promising in what situations so as to be able to make a clearly defined but also dynamic order of preference based on situations and how to tie these into the stats, not to mention how to account for improvised free-manipulation of armies stat-wise.
There's a certain expansion for The Riddle of Steel, dealing with large scale warfare, named Flower of Battle which I'm sure is full of nice ideas but I've yet to read it. Perhaps it should provide a basic prediction of how your opponent expects you to move, the accuracy of the prediction based on your stats, so that you can look into ways to circumvent that AND a further prediction, again based on your stats, of how your opponent would react to any particular move? Sounds kind of nice to me on paper but open to lots of exploits. Note that this is intertwined with assessing enemy tactics.
Ability to assess your and opponent's men should also be straightforward. Using and replacing units based on their "battle-load", knowing when to relieve certain units, spotting when the enemy lines are losing efficiency, whether they are well supplied and refreshed or starving etc. Stat-based perception/observation checks on men's encumbrance, health, morale and motivation should do it, I guess.
What are your ideas? Anything you find stupid up there? How would you do it?