War Strategies & Battle Formations - invented by Cyrin
Land Tactics
Battle Formations
Explanation
An army can be split up in several parts; the most basic are infantry, cavalry and artillery.
Ofcourse, on Graal Kingdoms this works different; you would have Offensive magic,
Passive magic, Infantry and Artillery. Cavalry would probably only used for mages,
to make them invulnerable to Melee and Missile attacks. Because you can't use weapons
when mounted, cavalry is practically useless and only is a bonus for mages.
An army consists of several colonnes. A colonne would be split up in a cohort,
and this can be split up in a group.
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Colonne Tactics
The Magical Center formation;

Step 1; Basic Colonne Formation.
Step 2; The outer archers go totally down, to prevent an attack in the back, and hold off possible melee dangers for the Mages. The inner archers shoot their arrows to the enemy.
Step 3; The front warriors go up, and the formation is ready to charge; the melee fighters charge, covered by the rest.
Use; The mage, whom are well protected in the center, can cast spells and heal, while the fighters hold off the enemy, and the archers can do damage.
Variations; The archers below can cover the flanks of the mage, or even better, they can take the place of the front fighters whom will then defend the flanks.
The Front Artillery formation;

Step 1; Basic Colonne Formation.
Step 2; The outer archers and front warriors change places with eachother, and the inner archers and the mages switch places.
Step 3; Follow the arrows. The mages should cast spells like bullet walls and fire walls and bullet storms. The warriors should protect them.
Step 4; The healers must come closer to the army. The archers go to the left/right, for a better aim, and to let the melee fighters pass.
Step 5; The archers go and stand in front. End.
Use; When attacking, though at low speed, the archers can kill the front of the enemy, which will probably open the gates to the vulnerable mages and healers. The warriors then can kill those, while the archers keep enemies away. Ofcourse, the mages and healers do their duty all the times.
Variations; The inner archers can switch places with the mages, for a lethal use of spells like lightning. The outer archers can also do this, with the inner archers covering the mages, and now spells like Bullet Storm also are of great use.
The Front Melee formation;

Step 1;BCF
Step 2; The outer archers go to the left/right, after which the front warriors take their places. Then the archers go down, and the below warriors will take their places.
Step 3;
<< I guess you have some idea of the tactics. I'll finish this later, but i might not show it to you ;o Anyway, here go the naval tactics.>>
Naval Tactics
Explanation
The navy excists of five ship types; ramming ships, firing ships, piracy ships,
heavy fire ships and provision ships. Ramming ships are ships which are quickly
made, with perhaps 10 boards stored, and used to ram in the enemy ships, hence the name.
Firing ships have about 30 boards and around 100-200 cannonballs and are used to
fire the cannonballs at the enemy, and 'heal' when needed. These ships should be able
to manouevre well, so they should be at as much HP as possible. Heavy fire ships
are ships with about 40 boards and more then 300 cannonballs on them. These ships
should practically get to the center of the enemy fleet and shoot down as much ships
as possible. Piracy ships are ships with mages and warriors loaded on 'em; they shoot
arrows at enemy ships, try to get on those ships and hack around etc. Provision ships
are ships with some boards and cannonballs which can be safe-traded to another ship
when needed to, and heal.
Ship Crews:
Ramming Ships : one steerman
Firing Ships : one captain and fireman to one captain two fireman and a ship 'builder (restore HP)'.
Piracy Ships : one captain and any number of fighters/mages
Heavy Fire Ships : one captain, a fireman and a fireman/builder.
Provision Ships : one captain, one provider.

Simple Tactic/Sea Battle reconstruction

Step 1; Standard Battle formation; Ramming ships in front, provision at protected back, piracy at the flanks, and firing in the middle.
Step 2; The ramming ships to in front of the piracy ships, to intercept the enemy piracy ships.
Step 3; The center Ramming Ship goes in front of one of the firing ships, so that the firing ships can shoot down the enmy. The piracy ships go to the enemy flanks, while the ramming ships are destroying the enemy piracy ships.
Step 4; The southern piracy ships attack the provision ships, while the northern one waits a while. The other ships should've turned and fired by now. The provision ships should provide much cannonballs. The enemy's coming closer.
Step 5; The enemy's even closer, we wait, but our piracy ship sneaks past the enemy's ramming ships to the charging heavy firing ship and...
Step 6; Our piracy ships take capture of the provision ships and all firing ships of the enemy; one enemy ramming ship is blocked by one of our, with a firing ship behind it. Another one has rammed the self-healing heavy firing ship and is practically commiting suicide, while a third one is killing itself too, because only he gets damage from ramming a standing-still ship. Pwned.
Some advice : make sure you're not making unneccesary sacrifices for your goal. Say you want to reach island B from island C, and a fleet from island A is at guard because they're afraid of an assault, just go past and it. Don't go in an unneccesary battle. Sometimes it ofcourse is better to destroy the enemy: a lower change of a comeback, perhaps some useful items (cannonballs in cargo), some ramming ships or maybe even spying ships. If there's a huge fleet attacking you, just put some ramming ships in front of them to stop them, and attack their flanks with firing ships. If you're in shallow water, use swimmers to go on board of their ships if possible.