From: Alex Ferguson (alex@dcs.gla.ac.uk)
Date: Fri 12 Aug 1994 - 10:49:50 EEST
Roderick Robertson:
> Roderick, responding to Alex questioning Sandy replying to somebody...
Me, but otherwise, What He Said.
> >I plead ignorance of the cases, but I'm inclined to wonder, firstly, how
> >close is "close order" in such cases;
> The fact that close-order infantry lasted until this century
> (Russian infantry charges in WW II) should prove that it was *not* just
> bone-heads that used it.
> Off the modern period, close order was used by the most successful
> commanders of the ancient world (as well as the biggest bone-heads).
> Very few battles were won by dispersed infantry acting alone.
This isn't in dispute, indeed, it's the basis of our discussion. The point is, is close-order infantry as effective in Glorantha as the Macedonian or Greek phalanx was? Well, that's sort of the point, anyway. At any rate, I fully believe that Gloranthan close order unit exist, and with a certain amount of good reason. But the Dara Happan phalanxes don't seem to have done quite as well as Alexander's... (The Lunars have done better, incorporating the same, but are more varied in composition, I believe.)
> >I don't think you have, but in any case, I'm not saying that
> >close-order infantry is a bad idea in general, in Glorantha. I think
> >they're disadvantaged against "artillery-like" magic (whatever that
> >means [*]), but there are still various good reasons to use such
> >troops, and formations. [...]
> I'd say that the magical strengths or weaknesses of units or armies
> makes as much difference as an imbalance in any other arm.
> [...] In WF 7 is an article about the
> Sartar Magical units, where the "Magic Factor" is shown to be the
> effect of Battle/Rune (Spirit/divine for the RQ III crowd) spells *as
> cast by 500-2,000 people*. The specific example given was of
> Demoralize coupled with Discorporate, backed by the entire POW (MP) of
> the regiment.
Which doesn't really work under the RQ<n> rules, anyway. I think the Hidden Moral of the article was really just "Please don't send us any more Mass Death spells to simulate DP magical combat!" Some "extropolation" (at least) of the RQ rules is clearly needed to "explain away" things that happen in DP.
> Having worked on Wargame rules for Glorantha myself (is Warhamster
> in Tales 12? I haven't seen it yet), there are few spells in RQ the
> game that will do much to a unit. Sunspear, Thunderbolt and Sever
> Spirit, the most devastating spells, do a lot to one man, but little to
> a unit.
Sargeant Alex.
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