Friday, September 21, 2018

SKM Development: Great Generals Study Logistics



I’ve tried in several places to make a difference between the Patrol forces and the Army forces. Patrol is essentially the old ‘garrison’ force of ACKs, they exist principally to provide for the stability of the realm. They get paid in a gold piece upkeep cost (as we indicated last time) and are basically a kingdom’s ‘standing army.’ These are the career military guys, or trained mercenaries, hired thugs, town guards, and so on.

The Army is a force that gets raised, and generally should be raised uncommonly. As we previously established, you can raise a military force of men equivalent to the number of families you have without problem, and can double that number while incurring some issues for production.
We also decided that the army and patrol forces, have different upkeep requirements. I’ve decided to toss that though.

Instead, I decided to find a way to represent the necessity of a supply line. An army on the march is hungry, and a military force requires an upkeep when it leaves the environs immediately surrounding the realm’s hexes. When it’s within those hexes, it’s assumed the soldiers can grab food at local bars, at their family farms and so on.

The supply train allows for the main home hexes to provide for the army, but only out to a number of hexes equal to the leader’s Ministry score. The train can be modified on each of the five ‘turns’ for military movement in a month. Beyond that, the force has to start relying on plunder or commandeer actions to provide for their monthly upkeep.  

When deploying a force outside of the controlled hexes , the ruler must indicate which hexes the supply line is projected through, but can only path it through a number of hexes equivalent to their Ministry score.

We’ll refer to the upkeep costs required once they are beyond their supply train as the ‘campaign upkeep.’ The supply train can also be interrupted if an enemy force lands uncontested on a hex the supply train passes through, in which case the supply line is considered “cut” and the military force will requires ‘campaign upkeep’ if the train isn’t restored by the end of the month.  

As far as specific campaign upkeep costs go, it represents both the requirement to keep the soldier fed, as well as their desire for more ‘booty’ as the risks of being far from their civilization sets in.

Peasants:
.5 Subsistence, .5 Resource.

Light Infantry:
1 Subsistence, 1 Resource

Heavy Infantry:   
2 Subsistence, 2 Resource

Cavalry
5 Subsistence, 2 Resource

Archers
1 Subsistence, 1 Resource

Horse Archers:
5 Subsistence, 2 Resource

Knights
8 Subsistence, 10 Resource

They still have to get paid as well.

Failure to meet these requirements results in the units becoming increasingly demoralized, and if the subsistence requirement is not met for 2 months, the units will begin to disband as they either desert or die of starvation.  Knights will typically insist their Resource requirement on Campaign Upkeep be filled preferentially to other units.

Cavalry and Horse Archers can be cannibalized (representing eating their horses) to produce 1 Subsistence per unit so cannibalized, but it transforms them into the equivalent of light infantry and archers respectively, and immediately demoralizes them. Expending their equipping cost in Resource will restore them to their prior status.  

A unit interrupting another units supply line, gains the resources that would be supplied equivalent to 50% of the subsistence requirement of what would otherwise be the force’s campaign upkeep.

What this means is that if a force interrupted the supply line heading to a unit containing 100 light infantry, 50 heavy infantry and a knight, the force so interrupting would gain 104 subsistence (which is still subject to monthly spoilage), but preying on another enemy’s supply line might be a way to stave off your own subsistence woes.  

Tied in with this fun is movement.

Heavy Infantry requires two movement actions to move one hex.
Light Infantry, and Peasants can each move 1 hex per movement action.
Cavalry, Horse Archers and Knights can move 2 per movement action.

You may remember that a force moves equivalent to its slowest unit. Keep that in mind if you’re bringing heavy infantry.  

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