Foreign policy and military doctrines

Post/Author/DateTimePost
#1

spellweaver

Jul 05, 2004 11:17:35
Inspired by the computer game Hearts of Iron I came up with these foreign policies and military doctrines of the nations of the Known World a few nights back.

I am not sure they completely follow cannon material.

Any comments or feedback is of course welcome :D


Enjoy! :fight!:

:-) Jesper


Military Doctrines of the Known World

The doctrines of the nations AC 1000:

Grand Duchy of Karameikos

Politics:
The prepared military strategy of the Grand Duchy is almost purely defensive in nature. This is because Duke Stephan’s primary concern is protecting the settlements from humanoids, pirates and slavers rather than conquering new lands. As a result, the doctrine dictates non-involvement in foreign disputes and only a loose cooperation with nations such the Minrothad Guilds to eliminate the scourge of piracy in the Gulf of Halag.

Tactics:
In open battles the ducal armies rely on archers to soften up the enemy before setting in with a charge of heavy cavalry, followed by infantry.
Siege warfare is fought using siege towers, battering rams, catapults and ballistae.
The navy of the Grand Duchy is pitifully small and exists to minimise piracy and stop smuggling. Against an overwhelming naval enemy the fleet only serves to provide some measure of warning of possible invasions from the sea.

Emirates of Ylaruam

Politics:
The emirates remember their long years under the iron boot of the Thyatian and Alphatian empires and as a result their military doctrine is fiercely defensive of their independence. They will go to almost any length to avoid becoming a colony once more. Through diplomatic channels Alphatia has suggested that if Ylaruam wished to try to retake the Alaysian Peninsula, the Alphatian Empire would support the invasion in various subtle ways, but either the Ylari do not trust the Alphatians or they simply have no wish to start a war at this moment.
The Ylari emirs are currently on good terms with the king of Rockhome and the Republic of Darokin and carry out joint operations with the armies of both nations against the humanoids of the northwestern deserts, plains and mountains.

Tactics:
In the case of an invasion, the doctrine dictates a steady fighting withdrawal into the central desert, leaving nothing behind for the invaders. Once the invasion slows down due to extensive supply lines, the fast-moving Ylari horsemen strike behind the enemy with lightning speed from out of the desert, staging their attacks from secret hidden oasis bases. Gradually, the enemy will then succumb from thirst, heat and lack of supplies.
In open battles the Ylari armies depend on sudden, light cavalry charges in the desert. They neither excel at nor favour siege warfare. Although the Ylari are honourable warriors, they are not above assassinating enemy commanders if they can accomplish it.
The Ylari navy consists of various small fleets contributed by the costal emirates. Although the Ylari have proud naval traditions, they are no match for the Thyatian navy, but they will gladly sacrifice themselves in a hopeless battle against their hated enemy. In recent years, the Ylari navy has become more successful at discouraging Ostland and Soderfjord piracy. The Ylari marines make frequent use of burning arrows before boarding enemy ships.

Principalities of Glantri

Politics:
Glantrian domestic politics are about as deadly and full of intrigue as they come. When it comes to the defence policy of the principalities, however, most princes agree that Glantri needs a strong and professional army to stop any invasion attempts from Ethengar. Generally speaking, the princes have no wish to conquer any of their neighbours Wendar or Darokin and they know they do not have the resources to wage a full-scale war in Ethengar or the Broken Lands. So for now, they just wait and see.

Tactics:
No other nation except perhaps Alphatia employs as many battle mages in the army as Glantri does. This ensures that although the army is relatively small, it can deal a severe blow to any invading forces. Being mounted the army is very mobile and can quickly relocate to face new situations. When the princes and other high-level wizards accompany the units they have a truly terrible firepower. Standard Glantrian battle doctrine is to meet the enemy head-on in open battle. If they can pick the battleground and have time to prepare, the enemy army can be sure to walk onto a field littered with pits covered with illusionary fields and invisible summoned monsters etc.

Kingdom of Ierendi

Politics:
For centuries Ierendi has pursued a policy of neutrality just as their neighbours Minrothad Guilds. However, due to aggression from both Thyatis and pirates, the navy of Ierendi is absolutely the best there is. This is due both to the excellent training given to all marines and sailors – both officers and normal crew – and the standard of the Ierendi ships. They are built from lighter, fire resistant wood and can generally out sail and out-manoeuvre any other nation’s ships.
The army of Ierendi is pitifully small and the size of the army vs. the navy is a common point of debate between king Palfrit and the queen. Despite its size, the army is remarkably effective in defending the islands. Almost every soldier in it has local knowledge of the area he is stationed in and troop contingents as large as entire companies can usually feed themselves by scavenging the jungle, which makes it a remarkably self-sufficient force with little or no need for supplies while fighting a war.

Tactics:
Centuries ago, Ierendi formed friendships with the good aligned creatures of the Undersea. Today, mermen, tritons and dolphins serve the Ierendi navy as scouts and bring warning of invading fleets. Another crucial tactical advantage is the fireships of Honour Island – huge metal warships powered by fireelementals and crewed by the Honour Island wizards. Combining the superior sailing abilities and tactics of the regular fleet with the devastating firepower of the fireships, it is understandable why no invasion of Ierendi has succeeded in centuries.
The Ierendi army is trained to fight a guerrilla type of warfare against invading armies, using hidden trail through the jungle and small boats hidden in secluded coves to attack and harass enemy forces.

Kingdom of Alfheim

Politics:
The elves of Alfeim prefer to stay out of the affairs of humans. However, against the common enemy, the humanoid armies of Thar and the mountains of Dwarfgate and the Altan Tepes, the elves are staunch allies and supporters of the Republic of Darokin. It will take the threat of a major humanoid horde for the elven army to leave Alfheim though. Inside the forest, the elves fear very little, even from the bad magic points. Their fondness of the Hunt means that very few standing army companies exist and those that do are mainly comprised of Red Arrow clan members. The Grunalf elves keep an eye out for Shadow Elf infiltrators, rampaging monsters and other hazards and if something is deemed too much for a hunting party to handle, a detachment of the army is dispatched. All clan holds have hundreds of armours and thousands of weapons stored to equip several companies of soldiers in times of war.

Tactics:
In case of an invasion the elves practise guerrilla warfare, using magic and clan relics to move unseen and strike with speed and deadly precision before vanishing into the forest once more. Outside their beloved forest the elven army consists of archers and medium cavalry with superior quality equipments and mounts. Supported by several experienced elven war-wizards, even small numbers of units are capable of routing massive hordes of the less disciplined humanoids.

Kingdom of Rockhome

Politics:
The dwarves of Rockhome see an army merely as a tool in negotiations. That is not to say that the dwarves turn to military solutions easily, but they have less patience for the protocols of etiquette and the fineries of diplomacy than their human cousins. That being said, Rockhome is not an aggressive nation. The dwarves prefer to trade for the things they need and, as long as the prices are fair, see no need for military intervention.
Two things will, however, provoke a military reaction from Rockhome. The first is any dire threat to a dwarven clan outside Rockhome’s borders. Kin is kin and the dwarves are always quick to march to the relief of distant relatives, whose gold and strongholds seem in danger. The second is if Thar or other humanoid chieftains come into a position to threaten Rockhome. So far, the dwarves keep a close watch on the activities in the Broken Lands but have not yet decided on a course of action.

Tactics:
Standard tactics in case of an invasion is to close the mountain passes, withdraw to the underground cities and wait until the invaders begin to starve. In open battles the dwarves form tight formations of axe-men and move in for close combat following a rain of crossbow bolts from companies of crossbowmen.
In the case of siege warfare, the dwarves employ battering rams, ballistae and catapults. They also have siege engineer troops, so-called sappers, whose specialty is to tunnel under the enemy walls making them collapse. Units of Rockhome sappers are highly sought after as mercenaries by almost every other nation in the Known World.

The Northern Reaches

Politics:
The military doctrine of the nations of the Northern Reaches is dictated by centuries of tradition rather than the development of superior tactics. Invading enemies are usually met head-on either at sea or on land. Being nations of proud seafarers, the Northern Reaches usually do not carry their wars against other nations very far inland, but rather stick to coastal areas. However, in recent years the Home Guard of Vestland has begun training and equipping units of far-ranging cavalry to protect settlers from trolls and Ethengarian raiders on the frontier.

Tactics:
The armies and navies of the Northern Reaches are both known and feared for the berserkers in their ranks – battleragers devoted to Odin and Thor. These savage warriors usually carry the brunt of the battle, leading charges in a frothing rage. The northmen are skilled footmen, using heavy axes, hammers and swords together with large round shields. Against cavalry charges they form a defensive shield wall and strike at the riders with their long-shafted axes.
The northmen have little understanding of siege warfare and usually no patience for it either. Instead they rely on assault, using fire and sword to breach the walls of their foes.
The navies of the Northern Reaches are made up of drakkar, longships capable of sailing by sails or powered by oarsmen. A favourite tactic is to engage an enemy fleet of sailing ships against the wind using the longships’ oars. That way, the enemy fleet is faced with the alternative of either turning into the wind and reducing speed or continue ahead and being boarded by the northmen.

The Five Shires

Politics:
The Five Shires are a peaceful realm and the ruling Sheriffs’ Council has formulated its doctrine accordingly. Basically, the Shires will only fight to defend her borders or to assist its neighbour Darokin against aggression. In recent years, however, the attacks from the Black Eagle Barony have become so severe that the Sheriffs are discussing open war against the baron. They would prefer that Duke Stephan handled the matter, but if things do not change soon, they may decide to take matters into their own hands.

Tactics:
The Five Shires are quick to rally to the defence of their homeland. Therefore they only have a very small standing army, which primarily consists of a garrison in Eastshire guarding against the humanoid marauders and a few garrisons keeping an eye on the mountains.
Standard tactics in open battle is to use javelins, slings and bows before closing for melee. The Shires do not use cavalry, although scouts and messengers are equipped with ponies. In times of invasion, Hin Masters are ready to act in defence of their beloved shires, using insect plague and other magic to disturb supply lines, slow advancing units and protect their fellow hin.
The striker bands are a unique feature of the hin armed forces. Human, elven and even dwarven adventurers including clerics and wizards in the service of the Shires fight in small highly specialized units, carrying out missions of spying, sabotage and ambushing.
The navy of the Five Shires is small but highly motivated. In times of war it is boosted by a large number of hin privateer vessels. A favourite halfling naval tactic is to engage an enemy in their small ships and after a quick skirmish retreat, hoping that the larger enemy vessels, which run deeper in the water, will run themselves aground on the many hidden reefs in the seas near the shire coast. The hin captains take full advantage of their knowledge of hidden coves along the coast in preparing ambushes for fleets trying to land troops.

Minrothad Guilds

Politics:
The Minrothad doctrine preaches neutrality and trade rather than warfare. In case of a conflict between other nations, the Guilds will continue to ship supplies for both parties for as long as possible before betting on a winner. The Masters of the Guilds have a keen eye for profits and a good understanding of politics. Therefore they often end up making the right choice in the long run.

Tactics:
The army of the Minrothad Guilds is virtually non-existent. The islands are defended by the magic of the Merchant-Princes as well as several dwarf-made fortifications. In case of an invasion, the island cities and towns have supplies for several weeks of siege.
The Minrothad navy is one of the best in the world. Commanded by experienced captains and supported by the magic of the Merchant-Princes it is a formidable foe in its home territory. Using weather-control magic, natural fog, illusions and summoned sea monsters, the Minrothad Navy will usually strike at opportune moments, using surprise as a key element. It also contains a number of marines equipped with water-breathing magic, who can perform sabotage of enemy ships, kidnapping of enemy captains and other commando operations.

Orcs of Thar

Politics:
Thar would love nothing more than to invade hated Rockhome and destroy the dwarven realm. However, he is a skilled politician and well aware that any one of his vassals might try to topple him from power if he is not careful. Therefore, he carefully builds his strength and even encourages small skirmishes between the tribes from time to time to keep everyone on their toes.

Tactics:
When the time comes, Thar will employ a tactic he calls the “Blood Storm”. It is not very subtle and basically consists of letting his Legion loose to murder and pillage everything in its path. Thar knows that the very savagery of his massive armies strikes fear into most human hearts and that the elves and dwarves will be too weak to withstand him in the long run. Being a nosferatu, Thar is in no particular hurry to see the destruction of Rockhome completed within the next few decades.
The Legion consists of a varied mix of ogre, orc, hobgoblin, bugbear and gnoll infantry. Trolls form the elite shock troops and goblin wolfriders act as light cavalry and scouts. Furthermore, Thar relies on his dreaded war machines with Drums of Panic to rout many enemies on the battlefield.

Republic of Darokin

Politics:
The Darokinian Diplomatic Corps employs some of the finest diplomats in the Known World. Therefore it should come as no surprise that the Darokinian doctrine is one of negotiating first and fighting later. This is true of both offensive and defensive matters. Darokin maintains an excellent relationship with almost all of her neighbours and has an extensive cooperation with the armies of Glantri, Alfheim, the Five Shires, Rockhome and the Emirates to ensure the safety of caravans through humanoid territories.

Tactics:
The composition of the republican army reflects the nation’s doctrine. The army consists mainly of legions of defensive pike men formations, supported by companies of archers and light cavalry. Facing an invasion, Darokin relies on the legions to hold the fortified cities long enough for diplomacy to take over.
When besieging enemy strongholds the legions employ battering rams, siege towers, catapults and ballistae.
The republican navy is almost as small as the navy of the Grand Duchy of Karameikos and serves roughly the same purpose. Because of the Malpheggi swamp, Darokin isn’t overly concerned about a full-scale invasion from the sea. The ports of Athenos and Port Tenobar are heavily defended by underwater spikes and have an extra garrison of a 1000 men each.

Ethengar Khanate

Politics:
The Golden Khan has been waiting for years to unleash his hordes upon the Known World. When the time comes, it is sure to be a sudden and brutal assault. Already his horse warriors are probing the defences along the borders of Vestland and the Heldanic Territories. To the Ethengarians, war is a natural aspect of life and nothing to fear or be ashamed about but the Khan no less realises the need for subterfuge. He will continue to demonstrate his peaceful intentions towards all neighbours (except perhaps Glantri) as long as need be to keep up the masquerade.

Tactics:
The horsemen of Ethengar are probably the finest medium horsemen there is anywhere in the Known World. They are fast-moving and equally deadly with a bow or a scimitar. In battle, the horde employs hit-and-run tactics and sometimes put the grass on the steppes on fire to scare or confuse the enemy. Recently, with the help of Rockhome dwarves, the Khan has begun experimenting with huge ballistae mounted on platforms on the back of war elephants. Such a weapon might be just what the Khan needs to utterly destroy his enemies.

Shadowelves

Politics:
The politics of the shadow elves are basically to eliminate any and all that stand between themselves and their return to the surface. They have an extensive network of spies, the Second Shadow, working all over and under the Known World and a disciplined army of magic-wielding fighting elves with superior arms and armour.

Tactics:
Like the Glantrians, the shadow elves rely heavily on magic in battle. More so even than their surface brethren. Fireballs, lightning bolts, ambush by troops hidden by illusions etc. The infantry and archers generally face the hordes of Shadowdeep while Skinwing cavalry form the elite shock troops.

Atruaghin Clans

Politics:
The clans and tribes of the Atruaghin plateau only rarely unite against outside threats or to conquer new lands. Individual shamans or chieftains act as war leaders in times of turmoil.

Tactics:
The shamans of Atruaghin often take on animal shapes and acts as scouts. Animals of all sizes and shapes also fight alongside the warriors of the tribes, who frequently employ ambushes against invading foes.

Empire of Thyatis

Politics:
The empire continues its policy of expansion much as it has this past millennium. The Thyatians see themselves as the obvious dominating force in the world and direct their military accordingly. A feature more common in Thyatian military campaigns than those of any other nation is the use of deceit and betrayal, whether the military engagements were preceded by diplomacy or not. Thyatians are experts at the “divide and conquer” philosophy and often manage to defeat their foes with far less troops than their adversaries. This is all due to a carefully laid plan of inciting mistrust in opposing allies thus weakening their bonds.
The Thyatian Empire views Alphatia and its philosophy of magic superiority with both respect and contempt and considers that empire its biggest foe.

Tactics:
The legions form the backbone of Thyatian military. Numerous auxiliary units accompany the legions, from clerical detachments and forester scouts to Kerendan cavalry and even a few battlemages. For air support and protection from Alphatian air fleet attacks the Thyatian army relies on the Retebius Air Fleet (RAF) and the Knights of the Air.
The Thyatian navy is probably the largest in the Known World save for Alphatias and consists mainly of war galleys for battle and small sailing ships for running supplies. The Thyatian naval doctrine is one of the decisive battle; finding the enemy fleet and destroying it completely in one single blow. This explains why Thyatian captains have had such little luck against hin or Ierendi captains in the past.

Empire of Alphatia

Politics:
The Empire of Alphatia believes in its own superiority - both magically, racially and culturally but they have very little desire to conquer the whole know world. They just want to rule it. If the other nations would just see that it would be in everyone’s best interest to submit to Alphatian overlordship, everything would be fine.
Of course, the other nations see it differently and that has lead to many skirmishes with both Ostland, the Heldanic Knights and particularly Thyatis in the past. At the moment Alphatia is content to pursue a policy of containment against the Thyatian Empire. The military doctrine dictates that Thyatis should be hindered in their expansionist efforts in any way short of full-scale war. This means supplying arms to the Hinterland resistance movement, inciting the sheiks of Ylaruam to war against Thyatis, harassing the Ostland settlers on the Isle of Dawn and in general fighting a dirty cloak-and-dagger kind of secret war against the Thyatian intelligence service everywhere.

Tactics:
The standard heavy infantry of Alphatia is usually supported by small contingents of flying gunboats carrying boltmen with wands of Magic Missile for shock effect. Battlemages, flying beasts and the occasional charmed giant or so also joins the ranks.

The Heldanic Knights

Politics:
The Heldanic Knights are also an expansionist force in the Known World that eventually will strive to control the north from Vestland to Oceansend and Denagoth to Helskir. The leaders of the Order of Vanya are accomplished tacticians, strategists and logisticians and they know they have to take the lands a bit at a time. So, for now a campaign is underway to dominate the mainland formerly known as the Heldann Freeholds and building a fleet of sufficient size to defend the coast from raiders from Ostland or Alphatia.

Tactics:
The discipline of the Heldanic Knights is legendary and even small numbers of knights, squires and footmen have accomplished great victories in the face of overwhelming odds.
Whenever possible, the Heldanic Knights open the battle by letting their Sturmkondors dive from behind the nearest clouds and belch devastating lightning at their enemies before their heavy cavalry charges. Very few military units in the world can stand up to such punishment.
Because the Heldanic Knights’ society is formed around the Church of Vanya, they have the world’s best-trained clerical corps and the rate at which wounded troops can be returned to active duty would surely alarm other nations if they only knew…