This is a Part 1, I’ll follow up later on. I’ve been sitting on this for about 3 weeks now. I can’t find any more time to add a greater level of detail.
TL and army organization. You can give tactics, soldiering (no soldiers till TL1), leadership and strategy a TL. Intelligence Analysis (Military) becomes available in TL2.
How Organizational Technology Levels Works:
- Concepts can be gained and lost. Some Eras gain heights that are lost and are relearned.
- Higher TL occurs when key/fundamental concepts are mastered, which allow for more sophisticated concepts to be employed.
- The primary focus is organizational and conceptual systems. These discount tools.
TL0 – Warrior Bands
War Leader. Organizational limit of 50 combatants, modify coordination teamwork and planning rolls. Every 5 more, -1 penalty to tactics checks. Inversely, less 10 increases the ease of coordinating up to a maximum of +4 or 10 combatants. At TL1 and onward, double the limit to 100 combatants and every 10 more is -1; ever 20 less is +1 to a maximum of +4 or 20 combatants.
GURPS Rules Terms: There are only up to Two “Military” Ranks.
TL1 – The First Armies
Examples:
- Army of Sargon the first and his successors (Mesepotamian Civilizatin)
- Armies of the Xia and Shang
Organizational Penalties: When Lacking enough Trained Officers (one can always promote someone to an officer position), Generals have penalties. For every 10% beyond officer capacity
Logistics: Administration Skill for tests of logistics, cannot be higher than Soldier and History (Military) Skill.
TL2 – Drilled and Organized Tactical Units
Examples:
- Armies at the Height of the Hitite, Egyptian, and Assyrian Empires
- Armies of the Punic War
- Armies of the Spring and Autumn period
Organizational Limit of around 3000, -1 to coordination, organization and planning for every 500 more for the General; +1 for every 250 less, maximum of +4 or 2000 subordinates.
Informal Military Education: All Strategy, Tactics and Military Intelligence cannot be higher than Military (History) and Current Affairs (Military) Skill.
Soldiering: Soldiers have fighting styles and perks.
Military Intelligence: Military is an informal skill.
TL3 – Military Operations
This is when there was a greater and formal understanding of military operations. At this level of organization, the matter of logistics is now delegated to a specialist and more efficient methods and discipline are developed for arranging and acquiring supplies.
Examples:
- Armies of Alexander
- Armies of the Spring and Autumn period
- Roman Legions after the Punic War, like the Marian Reforms; until the Imperial Era.
- The Crusades.
Organizational Limit of around 5,000, -1 to coordination, organization and planning for every 1,000 more for the General; +1 for every 500 less, maximum of +4 or 3000 subordinates.
Formal Military Education: All Administration (Military), Strategy, Tactics and Military Intelligence cannot be higher than Military (History) and Current Affairs (Military) Skill plus 2.
Soldiering: Soldiering checks allow characters to know how to prepare supplies and their kit for a number of days, how long it takes to travel and dress for the weather, how set up camp, and how to prep basic fortifications.
TL4 – Combined arms and battlefield maneuvers
Examples:
- Armies of the Warring States or the 3 Kingdomes Era
- Imperial Roman Legions
- Early National Armies of the Renaissance
Improved Formal Military Education: All Administration (Military), Strategy, Tactics and Military Intelligence cannot be higher than Military (History) and Current Affairs (Military) Skill plus 4.
Logistics: There is an Administration specialization (military) and Soldier specialization of (logistics).
Armies of Sargon and his Successors TL1
These represents the armies of the Sumerian City States, up to the rise of Hitite and Egyptian empires that eclipsed them. The Xia and Shang Dynasty probably has a similar set up.
Armies at the height of the Egyptian and Hittite Empire TL2.
Basic Average Bowmen
Basic Inferior Light Artillery
Basic Average Heavy Infantry
Basic Average Medium Infantry
Basic Inferior Light Artillery
Basic Average Heavy Infantry
Basic Average Medium Infantry
This is the rise of the Mandarin Bureaucrat because of the innovations brought about by Taoism and Confucianism. This had lead to a greater level of organization and professionalism of the bureaucracy. This also affected army organization, particularly operational organization because of the extensive state administration skills being applied to military operations.
Sun Tzu and his successors gave the era a Technological Leap, they grant the army in their control an the ability to function at TL4 organization, while the rest functioned as TL3. To fully take advantage of TL4 abilities, a kingdom had to have sufficient funds to train their soldiers until they reach elite levels.
Basic Average Heavy Infantry
Basic Average Medium Infantry
Uncommon
Persian (Archemaenid) Empire Armies TL2
Immortals
Good Average Heavy Infantry
Basic Average Bowmen
Basic Average Light Cavalry
Good Average Heavy Cavalry
Basic Average Light Infantry
Basic Average Bowmen
Basic Average Medium Infantry
Indian Elephants
Basic Average Warbeasts
Other Units
Greek and Macedonian Armies TL2.
Basic Average Light Artillery
The Roman Republic and Kingdom creates units based on socio-economic status, with a military tradition. Each City provides Velites, Hastatii, Principes and Triarii. Since there is a military levy, the distribution of wealth determines the availability of certain units.
Velites
Slingers- poor inferior bowmen
Javeliners – poor inferior medium infantry
Hastatii
Principes
Triarii
Equites
For the Next Parts: either more samples of various armies and sample armies. I really have to get GURPS City Stats (add a level of detail like harn manor) at the scale of the region. I already have the spreadsheet, just need to add another column for yearly operational costs (professional level, levy level).
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