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HelpSection 22
Formation

Legion "Formation" - Best Deployment Results

Since the advent of large-scale city and guild combat, the military minds have formulated, over time, certain formations well suited to the various aspects of battlefield combat.


Some formations are suited to certain forms of deployment while others are wholly unsuitable; the use of cavalry or catapults require special formations. Each formation however has considerable strengths in strategic and tactical play. No single formation will succeed in all situations.


Syntax: [command/dispatch] FORMATION <formation> [CEASE/<percentage focus>].


"disorderly"        lacking any formation; disorderly; awful against nearly all other formations and always at a serious disadvantage whatever it is attempting to perform.

"lines"             infantry; a square of infantry ranks in wide columns with balanced attack and defence potential in melee and short range combat; it is exceptional against the skirmish formation

"tortoiseshell"     infantry; four-sided centre-heavy formation with ranks closed and shields in all directions; very poor offensively but highly defensive and reduces casualties against almost any attack - ideal for holding ground for reinforcements or blocking passage. This formation is poor at ranged attack.

"phalanx"           infantry; a triangular front line for piercing offensive broad lines; exceptionally good in melee, especially in brief tactical exchanges.

"rearguard"         infantry; backline-heavy formation for tactical retreats, inverting front and back lines making the legion better fighting an enemy in the rear; will convey back to homeland if half the legion is slain and nobody is commanding nor any orders/dispatches extant.

"gungho"            infantry; strongly offensive, maximum front line and small rear line, higher damage, higher casualties, best for melee but suitable for all attacks; if stricken by an enemy will convey into range (depending on inventory) to make sure its retaliation can reach and strike the foe.

"skirmish"          versatile at infantry and cavalry; excellent counterattacking formation with free roaming squads moving quickly to handle simpler tactics; modest defensively, especially on horseback when skirmish comes into its own with venomous, quick strikes.

"cluster"           supply; non-attacking, men spread in small groups for efficiently performing tasks like mine hunting / laying, construction and tunnelling; highly vulnerable and incapable in combat situations.

"pyramid"           cavalry; similar in shape to phalanx but on horseback and intentionally strong on the flanks as it pours into enemy lines after a powerful initial clash; vastly aggressive but tiring, modest defensively but only for specific situations.

"mounted"           cavalry; the de facto standard cavalry formation akin to infantry's lines and gungho, marrying broad orderly ranks with a stronger offensive posture. Ideal for sweeping through fragmented formations.

"artillery"         catapults; mid-sized groups of men dedicated to archer and catapult placement over defence; needed for effective catapulting (including besiege); poor at melee; will hold position under fire.

"scout"             reconnaissance formation for nonaggressive terrain coverage in unevenly spread groups linked by men for quick reporting; ideal for spying, scouting and reporting purposes; will run for home as soon as it is stricken; brigades and smaller sizes only.

"guard"            infantry; good across all lines and all directions; defensively stronger than offensive; divisions or larger legions will auto-engage enemies striking at nearby legions of same city/guild including conveying into range to strike back at the foe.

See HELP HOWFORMS to better understand the differences between each formation.

HelpSection 22
Formation

22 - The Battlefield Guide: Legion Command and Waging War.

  • Back to Index
  • 22.1 - Commander
  • 22.2 - Legion
  • 22.3 - Training
  • 22.4 - Dispatch
  • 22.5 - Marching
  • 22.6 - Convey
  • 22.7 - Approach
  • 22.8 - Formation
  • 22.9 - Facing
  • 22.10 - Manoeuvre
  • 22.11 - Deploy
  • 22.12 - Equip
  • 22.13 - Engage
  • 22.14 - Besieging
  • 22.15 - Plunder
  • 22.16 - Terrain
  • 22.17 - Tunnel
  • 22.18 - Trenches
  • 22.19 - Materials
  • 22.20 - Siegetower
  • 22.21 - Oilcauldron
  • 22.22 - Commanding
  • 22.23 - Core
Help - Section 22
CommanderLegionTrainingDispatchMarchingConveyApproach
Formation
FacingManoeuvreDeployEquipEngageBesiegingPlunderTerrainTunnelTrenchesMaterialsSiegetowerOilcauldronCommandingCore
Avalon, Est 1989

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    • Guilds and Professional Classes
      • The Guild and The Guildmaster
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