Total commander plug
And if I give the same order to a literal Peasant Mob they…also seemingly effortlessly flow into the new desired width, each man moving mechanically to his new assigned position.
![total commander plug total commander plug](https://letoltes.1tb.hu/wp-content/uploads/ftp%20plugin%20for%20total%20commander.png)
#TOTAL COMMANDER PLUG PROFESSIONAL#
If I, say, order a unit of professional state-troop Swordsmen to deploy from column into line (by right-click dragging to tell them to adopt a wider formation), they do it instantly and easily, with each man flowing into his new position in the formation. The same is true of more professional units in Total War: Three Kingdoms, being able to arrange into various defensive formations that militia units with equivalent arms cannot.īut for understandable gameplay reasons the distinction rarely extends beyond allowing or disallowing certain special abilities on a unit. Thus for instance in Empire: Total War, only the professional line infantry (and its elite variants) can actually use the fancy fire-by-rank drill once you research it less well-trained militia can’t. In many Total War games, ‘disciplined’ units (the terminology varies) often have access to advanced formations that less well-trained units of a similar type lack. ‘Discipline’ is often a statistic or feature for more elite units in these games, sometimes as a simple stat boost (often to morale), but in other cases it really does open up new command options. And if you want updates whenever a new post appears, you can click below for email updates or follow me on twitter for updates as to new posts as well as my occasional ancient history, foreign policy or military history musings.įor once, synchronized discipline is not a feature of armies entirely absent from historical tactics games. We’ll start with synchronized discipline.Īnd as always, if you like what you are reading here, please share it if you really like it, you can support me on Patreon. In essence all three of these factors constrain the degree to which a general can get his army to execute certain plans, particularly complex plans. Originally I had planned to do those all in one post but it has become fairly clear they need to be split up, so each gets its own post.
![total commander plug total commander plug](https://static.filehorse.com/screenshots/file-transfer-and-networking/double-commander-screenshot-01.png)
In particular we’re going to be talking about the role of three factors: synchronized discipline, independently acting junior officers and finally cohesion in shaping the options available to the general. In this post and the next few (since it has become necessary to divide this topic up a bit) we’re going to look at the army itself and the degree to which different armies might be differently capable of following the orders a general gives or the plans he makes. While films and video games often present army command as fairly frictionless – the general can communicate a wide range of orders in the heat of battles, which are easily understood and rapidly acted upon – in actual command, the ability to issue any orders once the battle began was quite limited, leaving a general with a few key decision-points rather than a wide open field of possibilities. Last time, we looked at the limits on the ability of the general to communicate his orders to his army. This is the third(ish) part of our four(ish)-part ( I, II) look at the role of the general in the command of pre-modern armies, particularly in the context of a pitched battle.