SGT804-2
Editorial Room for the Autumn 804 Edition
Quotable Quotes
Insidious Rumours
What's Hot, What's Not
Hot
- Weapon of Flames vs Ice Creatures
- Maces That Remove Enemy Magics
- Rank 4 Rangers
Not
- Ice Demons
- Maces That Destroy Magic Items and Remove Our Magics
- Air Mages that Sleep on the Job
Recent Adventures / News in Brief
On the Ice
Two powerful E&Es were recently overhead having a private conversation in a corner of the pub, so naturally I wrote it all down and passed it on to the SGT. - Sibilious, The Spy Master.
"Our employer, the court binder guy, hired us to go kill the 5 agents of the demons that froze Flugelheim. So we flew up to the moon lake and went through the impenetrable barrier, beat up a few of their snakes, explored and damaged one of their towers that were moving out and making the circle bigger, killed the agent who came out to investigate, flew up to their main keep, broke through all their defences, killed the other 4 agents, and then bam! We're in this demon dimension and this ice demon guy was saying a bit early but thanks for killing my agents, now you've got 24 hours to get out otherwise you die and become my new agents. Then we're standing on this huge chunk of ice where time is different and it's not Alusia. So we fly up to the edge and get out. We did our job and most of Flugelheim is no longer iced up, but now there's this bit of demonic ice plane sitting over the lake of the moon and 30 miles radius around it, and that can't be good. And you know how most of their population went missing during the winter, I think that all of those people are trapped in the demonic ice bit. We had the best of intentions, we thought we were doing the right thing..."
Columns and Articles
Military Science in 10 Easy Steps
Rk 0: The Basics
- When drawing battle plans in the dirt, the circles are us the crosses are them, the lines of the arrows are where we're moving and the pointy bit is where we end up. Charge means go towards them and attack. Retreat means stop attacking and run away from them faster than the guy next to you.
Rk 1: Winning Initiative
- Shout Charge before they do!
Rk 2: Preparation
- Form a line, then charge!
Rk 3: Formations
- Form a wedge then charge!
Rk 4: Appropriate use of troops
- Don't put the specialist archers and casters in the wedge, put them behind it.
Rk 5: Higher Ground
- If you are on better ground, don't charge them, let them charge you.
Rk 6: Adjust to the tactics of the enemy
- If they have lots of archers and you don't then they're not going to charge you so you'd better charge them.
Rk 7: Protect your offence
- And when you're charging the archers put the guys with the big shields and armour at the front so that your troops all survive the charge.
Rk 8: Mastery
- You're a master now, let the opposition know how good you are, then while they're worrying about what amazing tactics you are going to use on them, shout charge and run straight into the middle of them.
Rk 9: Teaching
- Naturally you could win by amazing tactics, but it's a much better learning experience for the troops to see for themselves what happens if you don't use good tactics.
Rk 10: Delegation
- You've done the hard work, you're a grand master, delegate the battle to your juniors and return to your field tent for some more drinking. If they are worthy of following you then your casual confidence will inspire the troops to win, if not then their screams will warn you it's time to slip out the back of the tent and beat a tactical retreat.
- Aryan