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Editing 40d:Military design
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This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda. | This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda. | ||
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=Military= | =Military= | ||
− | The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy. Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other | + | The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy. Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarfs, or escort a caravan through unknown or deadly threats. |
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===Daylight training room=== | ===Daylight training room=== | ||
− | Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave | + | Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. |
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===Roughing it=== | ===Roughing it=== | ||
− | Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. | + | Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. |
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− | + | =Militia & Armed civilians= | |
+ | Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix. | ||
− | ====Gobbo | + | ====Gobbo Season Open!==== |
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What [[skill|dabbling]] marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your [[craftsdwarf|craftsdwarves]] busy churning out cheap ammo from spare bones from the [[kitchen]]s and cheap crossbows from fishbones from the [[dining hall]]. | It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What [[skill|dabbling]] marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your [[craftsdwarf|craftsdwarves]] busy churning out cheap ammo from spare bones from the [[kitchen]]s and cheap crossbows from fishbones from the [[dining hall]]. | ||
− | ==== | + | ====non-hunting hunters==== |
− | Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and | + | Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armoured. Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. |
====Woodcutters ftw==== | ====Woodcutters ftw==== | ||
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===Miners ftw=== | ===Miners ftw=== | ||
− | The above tactic can also be used with Miners. When you activate a miner with a | + | The above tactic can also be used with Miners. When you activate a miner with a pick into the military with "unarmed" weapon designated, they fight with the pick they are holding and their skill is their [[mining]] - and it's not hard for a miner to gain legendary miner skill quite quickly. Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated. |
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it. | A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it. | ||
− | + | =Siege operators= | |
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− | + | =Animals= | |
− | + | [[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it. Unfortunately, war dogs are slower than dwarves with high [[attribute|Agility], and do not shadow the dwarf perfectly. Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog. (Dogs follow the one who trained them until they are assigned.) | |
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− | [[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it. Unfortunately, war dogs are slower than dwarves with high [[attribute|Agility | ||
Also, once a dwarf reaches Hero status, they cannot be assigned dogs (due to that menu being unavailable), so assign any before this happens or not at all. | Also, once a dwarf reaches Hero status, they cannot be assigned dogs (due to that menu being unavailable), so assign any before this happens or not at all. | ||
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