Unleashing the Dogs of WarPart II: Army Combat in Middle Earth
by Bradford Fisher
Eomer, Captain of the Riddlermark, gazed across the field at the forces besieging
Minas Tirith. The enemy host was immense, blackening the surrounding farmland like
locusts. The dotted smoking ruins of burnt-out farmhouses were scattered among
Sauron's legions, no doubt co-opted by several of the opposing commanders as bases of
operations. His scouts had reported that the largest host were under the command of the
dread Witch King himself, and two of Morgoth's worms were enlisted into the dread
sorcerer's service. It looked hopeless.
"Yars!" A seasoned Rider materialized at his
side.
"Yes, Captain?" "Get the Riders into formation. We attack at once..."
This is part II of an article on armies in Middle Earth. Part I focused primarily on
the mechanics of army movement. Part II focuses on the mechanics of army combat, and
takes you step by step through determining whether you'll win a battle or take a
population center. Part II, like Part I, uses Gothmog's army as an example:
Gothmog's army:
- Currently located at 3221, Dark Lieutenant City.
- Army has a 50 morale, and belongs to the Dark Lieutenants.
- Army Commander Gothmog - 80 (100) command, 40 agent
Sub-commander I, Vikenor 33 (45) command, 80 agent, 20 mage
Sub-commander II, Masraden 40 command, 20 agent, +500 combat artifact
- 1500 Heavy Cavalry (20 training, 20 weapon), 60 armor (steel)
- 1000 Heavy Infantry (10 training, 10 weapon), no armor
- 1000 Light Infantry (10 training, 10 weapon), no armor
Calculating Army Strengths:
Although covered in GSI's rulebook, there is still some
confusion about how many strengths are calculated.
- Calculate the troop modifier
(a
percentage) for each type of troops. It is an average of training, weapon, and terrain (see
the "troop terrain combat performance" chart. Good=100%, Average=80%, Poor=60%).
Note that you can simplify calculations by "converting" troops to HI and HC, though it is
less accurate because the various modifier percentages won't be identical. 2 LI or 5
MA=1 HI, 2 LC= 1 HC. I also usually assume troop tactic modifers to be 100% to
simplify calculations.
- Example J:
Gothmog's Army at 3221: Gothmog has 1500 HC,
1000 HI, and 1000 LI. Doing things the fast way, this "converts" into 1500 HC and
1500 HI. HC modifier (20 weapon + 20 training + 100 tactic + 60 terrain) divided by 4=
50%.HI modifier (10 weapon + 10 training + 100 tactic + 60 terrain) divided by 4=
45%.
- Calculate the army modifier.
This is an average of natural command rank,
morale, nation climate/ terrain, and nation climate/ terrain a second time (listed on your
nation startup sheet). Example J continued: Assuming cool/ mountains: (80 command +
50 morale+ 92 dark lieutenant climate/ terrain + 92 dark lieutenant climate/ terrain)
divided by 4= 78%. Note that Gothmog's natural command rank was used, not his
command rank "enhanced" by his 20 pt. command artifact. Artifacts add to the chance of
success in an order, but not the effects of an order! (If Gothmog were issuing a threat,
then the command artifact would help.) Also note that the "actual" army modifier in this
example is not an exact science, so you'll want to underestimate your strength slightly.
- Calculate the basic troop strengths and muliply by the troop modifier, then add
the numbers together for the total strength of all troops. Multiply the sum by the army
modifier.
Example J continued:
- 1500 HC * 16 strength each * 50% = 12,000"
- 1500 HI *10 strength each * 45% = 6,750
- Sum of Troop strength: 18,750
18,750 (sum troop strength from above) * 78% (army modifier) = 14,625 (army strength)
- Multiply the "army strength" by the relations modifier (110% if disliked, 125% for
someone you hate). Technically you'd also multiply by the tactics vs. tactics modifier, but
I leave this step out (I assume 100%). Although the tactics vs. tactics modifier can make
a big difference in a battle, such as if you charge into an ambush (very unpleasant) there's
no good way to calculate this and you can avoid worrying about it if you're careful in
picking your tactics. However, it's not such a hot idea to always do whatever tactic is
"best" for your main troop type. I often assume my opponents will do just that... and they
proceed to charge into my ambushes, attempt to flank my standard formations, etc.
Note
what a big difference hating your opponent can make in the final army strength versus
merely disliking him.
Example J continued:
- 14,625 (army strength from above) * 125% (relations modifier, assuming "hated") = 18,281 final army strength.
- Although
the "final army strength" is the army's attack value, some things (spells, dragons, ents, war
machines, etc.) add to the army attack value during the first round of combat only as a
bonus. They do not affect the army's attack value for any other round of combat.
Example J continued:
- 18,281 final army strength, (but + 500 for combat artifact
used by Masraden during the first round of combat only).
- To calculate army
constitution, multiply each troop type's base constitution by 100% + it's armor value, then
add the totals together. This gives you the army's constitution. Technically you'd add any
bonuses for defensive spells, but I don't bother for simplicity.
Example J continued:
- 1500 HC * 16 constitution each * (100% + 60% armor value) = 38,400
- 1500 HI * 10 constitution each * (100% + 0% no armor!) = 15,000
- Final army constitution: 53,400
- Example J conclusion:
Gothmog's army has a 18,281 attack strength (+500 for the first round of combat) and
53,400 constitution. This is an approximation... remember the various simplifications
made, such as converting LI into HI for calculations, ignoring troop tactic modifiers, etc.
It is easy enough to include these factors if you wish to take the time.Who'd win a battle?
To determine who'd win a battle, calculate each army's attack strength and constitution.
You'll have to make some educated guesses for the enemy. Next, subtract each army's
attack strength from the enemy army's constitution. Determine what percentage of each
army's constitution survived (90%, of the army survived, etc.) and reduce the attack
strentgh of that army by to that percentage (if only 90% of your army survived the round,
then reduce your attack strength to 90%. This gives you the army's attack strength for the
next round... repeat until one army is destroyed.
Example K: Gothmog's army (18,281 (+500) attack/53,400 constitution) is fighting an
Eothraim army (12,000
attack/24,000 constitution).
- Round 1: The Eothraim do 12,000 damage to Gothmog's
army.53,400 -12,000 = 41,400 constitution at the end of round 1 for Gothmog's army.
77% of Gothmog's army (and each troop type) survived (41,400 ending constitution
divided by 53,400 starting constitution). Thus, Gothmog's attack strength for round 2 is
14,076. (77% times 18,281). Gothmog's army, at start of round 2:14,978 attack strength/
41,400 constitution1155 HC, 770 HI, 770 LI.Meanwhile, Gothmog's army did 18,281
(+500) attack to the Eothraim army. 24,000 -18,781= 5219 constitution at the end of
round 1 for the Eothraim army. 21% of the Eothraim army survived (and each troop
type). (5219 ending constitution divided by 24,000), so the new round 2 Eothraim attack
strength is 2520.Eothraim army, at start of round 2:2520 attack strength/5219
constitutionGothmog's army is clearly going to annihilate the Eothraim force round 2 (the
Eothraim have less than 14,978 constitution remaining). If you wish, you can get a rough
approximation of what Gothmog's army will have left.
Population Center Assaults:Do I
have enough? The result of population center assaults is very easy to predict. Whatever
happens, the population center is going to inflict its defensive value in damage to the
attacking army. The army may or may not survive, and it may or may not take the
population center. The population center will have been "under seige" (fortifications
could be reduced if the attacking army had war machines) regardless. There are three
possibleoutcomes:
- Army is destroyed. The army didn't have enough constitution to
survive the population center's defensive "blow". All characters in the attacking army are
killed and the population center is unharmed and under the control of its original owner.
It doesn't matter if the army's attack strength was greater than the population center
defense-- the army controller still doesn't take the population center. (This situation
usually occurs when a small army with a dragon attacks a heavily fortified population
center).
- Army survives with at least one troop, but army's attack strength (for
round1) was greater than the population center defense. Population center captured or
destroyed, depending on which order you issued.
- Army survives with at least one
troop, but army's attack strength (for round 1) was less than the population center
defense. Population center remains under the control of the defender, but your (heavily
damaged) army survived.
Calculating Population Center Defense Strength:
Add the
population center defense strength to the fortification value (minus 200 for each attacking
war machine until the fortification value is zero) and multiply by the loyalty of the
population center plus 100%.
Example L: Suppose North Gondor has a City/ Citadel
with a 100% loyalty. It's defensive strength is: (5000 (city) + 24,000 (citadel) * (100%
base + 100% loyalty) = 59,000 defensive strength. Example L, modified: Suppose
Gothmog's army attacked the City/ Citadel (assume it is in the mountains).
- City/Citadel defense: 59,000
- Gothmog's army: 18,281 (+500) attack/ 53,000 constitution.
The
city/citadel is unharmed, and Gothmog's army is destroyed killing everyone in it (It had
less than 59,000 constitution). The results are identical even if Gothmog had several
dragons helping him, (18,281 (+45,000 for dragons/ 53,400) because Gothmog's army
was destroyed. If Gothmog had 6000 more constitution plus the dragons, (18,281
(+45,000)/ 59,400) Gothmog's army would take the city because it survived and it' s
attack strength was greater than the city/citadel's defense. Note that Gothmog's army
would disband after the battle as it would have less than 100 troops surviving. (400
constitution survived, or less than 1% of the attacking army!) The attack value of dragons
(good only for round 1) is a made-up number in this example.
Example L, modified:
Suppose Gothmog's army attacked the City/ Citadel, but had 50 war machines assisting
him. Although the city would not fall, the city/citadel's defense strength would drop
significantly. Additionally, the citadel would probably be reduced to a keep or a castle).
- City/Citadel defense: (5000 city + (24,000 citadel - (200 * 50 war machines)) *
200% = 38,000 defense strength.
Gothmog's army still doesn't have enough to take it
(18,281 (+500)) without dragons.
Dealing with Dragons:
Although this is a "technical"
article, since dragons seem to cause players on the receiving end of them so much trouble
they're worth discussing here. Only a few dragons are recruitable by the Free, so generally
Free players are going to suffer their huge impact on army battles. Dragons do tons of
damage (think of them as 30,000 point combat artifacts) and there are lots of them. How
do you deal with dragons militarily and stop those dragon armies from taking your
population centers? (Aside from overwhelming them with hordes of troops, preferably
armored).The key is the way dragons work. Free Peoples players take note! Dragons
fight ONLY in the first battle in which the army is involved during the turn. Thus,
dragons will not assist in population center assaults if they fought an army the same turn.
Example M:
Suppose Gothmog's army (with dragons) is involved in a battles with
an Eothraim army of 100 men-at- arms and also an Eothraim city/keep at the same
location. Gothmog issues an order to capture the population center. Gothmog's army will
not take the city/keep!
Battle #1:
Army combat:
Gothmog's army: (18,281 (+45,000 for the
dragons) (+500) attack/53,400 constitution)Eothraim army (33 army/ 220 defense).
Result:
Eothraim army annihilated, and Gothmog's army for all intents and purposes unharmed...
but the dragon is "used up" for the rest of the turn.
Battle #2:
Population center assault on
the same turn:
Gothmog's army: (18,281 (+500 combat artifact) attack/ 53,400 constitution.
Eothraim city/keep, 100 loyalty: (42,000 population center defense).
Result:
city/keep undamaged and remains under Eothraim control. Only 21% of Gothmog's army
survives! Had the dragon not been used in the battle with the 100 men-at-arms, the
city/keep would have fallen under dark lieutenant control as a major town/ keep, (though
only 21% of Gothmog's army would survive).
So what would a clever Dark Lieutenant do?
Destroy the army with an attack enemy order, then wait to issue a capture order the
following turn so the dragon will not be "used up" and will help with the assault. The
clever Eothraim response is to hire an army the same turn. Thus, though Gothmog
destroys the 100 men-at-arms Eothraim army, the following turn there is another Eothraim
army waiting for them to absorb the dragon's wrath. This little trick can keep a dragon at
bay indefinitely.
Another trick to dealing with dragons is knowing where they will
"go" once encountered... Dragons seem to go to the army who's commander has the
highest total skill ranks.
Example N:
Suppose Gothmog, Vikenor, and Masraden
each commanded an army. Meanwhile, another Dark Lieutenant character recruits a
dragon. Where will the dragon go?
- Gothmog: 80 command + 40 agent = 120 total.
- Vikenor: 33 command + 80 agent + 20 mage = 133 total.
- Masraden: 40 command + 20 agent = 60 total.
Vikenor wins. The dragon will join Vikenor if recruited.
(Note that no artifacts were included in the calculations!) The Dark Lieutenants should
plan on using Vikenor's army with the dragon to his best advantage. Meanwhile, the Free
should keep in mind that as long as Vikenor's ranks are higher than the other commanders,
none of those other Dark Lieutenant armies will have dragons aiding them.
Applying the Mechanics of Army Movement and Combat:
Understanding how everything works is
extremely useful in winning the war. There are so many ways in which this can be applied
that it is impossible to discuss them in this article, but here are some examples:
Trying to
decide if you can march out and take Goblin Gate? Crunch the numbers. If you come out
short, ask for help from your allies, keep recruiting troops, build war machines, or arrange
to sabotage the fortifications. Is there a Heavy Cavalry army in your area that you need
to destroy and you're not sure your army is tough enough? Crunch the numbers. If you'll
come out on the losing end of the battle, make sure an ally is there to help!
Similarly, the
mechanics of army movement can be used to great effect. Need to protect two places at
once, or pin down the enemy armies streaming into Rhovanion? Look at all the routes
that they can take into your area, and bottle them up by moving your own armies to be "in
the way". If you know how army movement works, you con maximize the likelihood
you'll stop the enemy forces trying to get past you.. or to avoid them. It can also be used
to keep your armies and your neutral ally's armies from tripping over each other (if you're
careful), even though you're moving through the exact same hexes. The "home" direction
is extremely useful in army maneuvering, but alas, I forgot to cover it in part I so you'll
have to figure out that one for yourself!
The blooded Captain lay upon a cot in the
House of Healing within Minas Tirith. The last, desperate charge had carried him nearly
to the gates. He remembered striking repeatedly at orcs with his blade, trying to reach the
gates. His mount screamed, struck with a spear, flailing with its hooves...
"Captain?"
The soft voice broke his reverie, and Eomer's eyes opened. A middle-aged man with
piercing eyes stood over him.
"Lord Denethor!"
Eomer tried to rise, but the man reached down to prevent him.
"Rest, Captain."
"But the city..."
"It will hold. Your valor was not in vain. Your final charge broke up the assault they had
prepared. Their remaining forces are insufficient to take the city. The City of the Guard
still stands..."
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