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Dragon 94 | - | - | - | Dragon |
In most fantasy role-playing
games, the
basic unit for adventuring
is the small party,
which can move across open
country
quickly, cheaply, and easily.
Eventually,
however, many long-running
campaigns
reach the point where both
the players and
the gamemaster want to field
small armies
or at least squads of troops.
At this point
certain basic problems arise,
particularly
with the movement of these
armies.
Although most role-playing
rules point
out that movement rate is
reduced for large
units, many gamers don’t
understand the
reasons behind the rules
and thus are un-
able to role-play them.
Army and troop
movement end up being a
version of stan-
dard wargaming and lose
the special excite-
ment of role-playing. What
gamers need to
understand is that once
the moving unit
grows beyond a few people
and animals, the
realities behind the movement
rate have
changed drastically. To
role-play a
medieval-style war, both
gamemaster and
players must know something
about the
logistics of the medieval-style
army.
Logistics can be simply
defined as the art
of supplying and moving
troops, but the
simplicity is deceptive.
Even in a technolog-
ically advanced society
like our own, move-
ment is always dependent
upon supply, not
the other way around, for
the basic reason
that it’s futile to send
troops into an area
where they’ll eventually
starve. In a non-
technological society, feeding
itself becomes
an enormous problem for
any army, be-
cause of the inefficient
agricultural system
and inherent problems of
food transport.
To role-play wars and troop
movements
properly, gamers have to
take food supply
into account. Players need
to know how
much their army will eat,
how they will get
what the army needs, and
finally, how their
supplies will be transported.
This article will
discuss these and related
questions and
show gamemasters how problems
of supply,
not arbitrary movement rules,
can be used
to determine how far a given
army can
march on any given day.
First, it should be pointed
out that an
army consists of more than
the actual fight-
ing men. Although the ratio
of combatants
to noncombatants in a medieval
or ancient
army was far larger than
it is today, an
army would still have about
one noncom-
batant for every five combatants.
These
noncombatants include armorers,
fletchers,
blacksmiths, a surgeon or
two, a scribe,
some heralds, servants for
the noble-born,
and (in fantasy-world armies)
magicians
and priests. All these personnel
also need
food for themselves and
their mounts. Also,
an army packs along a large
amount of non-
edible supplies —weapons,
blankets, and
so on. On the average, there
will be one
horse or mule, or three
slaves, per each six
personnel to carry such
gear.
The minimum daily requirement
Until recently, historically
speaking, grain
was the mainstay of an army
for men and
animals alike. Almost all
ancient or medie-
val armies carried querns
(handmills) to
grind grain fresh daily
because flour spoils
more quickly than whole
grain.
The modern role-player has
to under-
stand what transporting
food means in a
world without refrigeration
and preserva-
tives. For example, in summer
fresh red
meat will begin to spoil
in three days.
Yeasted bread either moulds
(in damp air)
or turns rock-hard (in dry
air) in about
three days, too. Thus the
main rations of
medieval armies were porridges
of various
grains, dry flat bread like
sea-biscuit, and
soda breads cooked fresh
nightly, supple-
mented with small amounts
of cheese, salt
pork, and whatever pickled
meats or vegeta-
bles were available in their
part of the
world. Even these rations
often spoiled; let
us remember that the army
of Henry V
won the battle of Agincourt
while suffering
from diarrhea brought on
by bad food.
No matter what the kind of
food, to
determine how much of it
an army requires,
the gamer must start with
the needs of each
member of it. The following
food require-
ments are those of a 150-pound
human
male, a decent average.
Although in ordi-
nary conditions women require
less food
than men, we can assume
that an army of
Amazons will have the same
energy output
and probably the same body-bulk
as a
group of men and thus will
have the same
food needs.
Each warrior needs 3,500
calories a day,
including 70 grams of protein,
to stay in
fighting trim and good condition.
In pro-
longed battle conditions,
he requires 4,000
calories and 80 grams of
protein. In medie-
val ration terms, this translates
to three or
four pounds of whole grain,
measured raw,
and a pound of mixed cheese,
meat, fruit
and so on a day. Without
some fruit and
vegetables, warriors will
develop scurvy and
yaws.
In a fantasy world, non-human
races
have different needs, based
on average size
and food preferences, which
can be figured
by referring to the standard
ration above.
Here are some examples of
races common
to many game worlds. Elves
need three-
fourths of a standard ration,
which trans-
lates to 2 pounds of grain
and 1 pound of
fruit and vegetables. Salt
pork and other
preserved meats would be
indigestible to
elves. Dwarves, despite
their small stature,
need a full ration to maintain
their extraor-
dinary endurance. They will,
however, eat
the same things humans will.
Technically
speaking, halflings only
need half a stan-
dard ration, but if they
feel underfed, they
will grumble badly and lower
the army’s
morale. Orcs and goblins
require a standard
ration, but they will insist
on having a large
part of it in meat and will
spurn fruit and
vegetables.
When adding up individual
figures to
arrive at the army’s total
needs, the gamer
should use common sense
and only include
those non-humans who will
make a differ-
ence to the averages. Among
500 humans,
for instance, 10 elven archers
will make
little difference— but 10
giants, with their
need for 50 standard-sized
rations each a
day, would make a drastic
one.
Besides the warriors, both
riding mounts
and pack beasts require
large amounts of
food. Although horses and
mules can sur-
vive on grass in the wild
or in the pasture,
they need grain every day
to perform heavy
work like carrying riders.
The average
horse or mule needs 10 pounds
of grain and
10 pounds of fodder — grass,
hay, or (in a
pinch) straw —every day,
or it will be
unable to perform its job
with the army.
Carnivorous mounts, like
the wolves used
by orcs and goblins in many
game worlds,
present a special problem,
because they
need fresh meat every day
or they will turn
nasty— a situation to be
avoided at all
costs. The average war-wolf
will eat about 5
pounds a day; beasts the
size of lions will
need about 20 pounds. Carnivore-mounted
cavalry thus either has
to spend several
hours a day foraging for
fresh meat or else
bring cattle or other herds
along as a
messhall-on-the-hoof. Prisoners
of war
could provide another source
of supply for
evil armies, of course.
Let’s see how these figures
translate into
provisions for an example
army. Our typical
medieval-style army might
comprise 500
mounted warriors, 500 mixed
pikemen and
archers, 200 noncombatant
personnel, and
180 pack horses carrying
the non-edible
gear. In one single day,
this army eats
10,400 pounds of grain,
6,800 pounds of
mixed animal fodder, and
1,200 pounds of
mixed human rations. We’re
talking, in
short, of over 9 tons of
food every day —
and this is only a small
army. Even a squad
of 50 mounted men, traveling
without
noncombatants and pack animals,
would
need 650 pounds of grain,
500 pounds of
fodder, and 25 pounds of
mixed rations a
day.
Water
is another basic necessity. The
average man drinks about
5 pounds of
water a day in mild weather
conditions.
(This includes the water
content of ale,
mead, milk, and so on.)
Dry (desert) or
humid (jungle) conditions
double this and
all amounts following. A
horse or mule
needs 80 pounds a day; an
ox, 160 pounds.
Non-human needs can again
be judged
proportionally. An elf,
for instance, needs
about 3½ pounds of
water. If these figures
seem high, remember that
we’re not talking
about people sitting around
in offices or
schools all day, but people
who are march-
ing and fighting in the
warm summer.
Even in well-watered countryside,
getting
enough water for a large
group can present
problems. Armies need rivers
or deep
streams, not just wells
or springs. Consider
our example army, which
collectively needs
26,400 pounds of water a
day. Suppose that
they come to a village well
with a bucket
holding 40 pounds and that
it takes two
men one minute to raise
the bucket and
pour the contents into a
receptacle. It will
take more than 5 hours to
raise half a day’s
rations — assuming that
the well hasn’t
gone dry by then.
In desert or arid conditions,
water must
be carried. The game referee
should insist
that the players figure
out their armies’
water needs and make provisions
for the
necessary water. The average
man or horse
deprived totally of water
will die in 3 days;
on half-rations of water,
an army will fight
and move at half normal
efficiency.
In general, the lack of
adequate food of
the right types should have
a strong effect
on play. A half-starved
army will fight at
below its normal capability
and will
refuse to march at normal
speed. Morale is
another important problem
with hungry
armies. Although the player
characters may
drive themselves on by willpower,
the hum-
ble NPCs who make up their
armies are
going to be preoccupied
with their rations
just like real soldiers
are. If a player is
undersupplying his army,
the referee should
add penalties to morale
checks in games
that have them, or decide
when mutiny and
desertion will occur in
games without for-
mal morale rules. As a general
guide, I’d
say that after five days
of poor and inade-
quate rations, 25% of a
mercenary army
will desert, and 5% of a
motivated one.
Armies led by great, awe-inspiring
heroes
will stick things out longer,
but after a
couple of weeks of real
hunger, even the
most loyal soldiers will
begin slipping away,
05% at a time.
Once the players figure out
the amount of
food that their characters’
armies need, they
can turn to the far more
interesting question
of where they are going
to get it. One
method is to follow the
example of some
ancient and medieval commanders
and
resort to foraging as the
army marches.
“Living off the country”
produces visions of
swaggering warriors with
hams tied to their
saddles and loaves of fresh
bread in their
knapsacks. In a subsistence
agricultural
economy, the real picture
is grim. To under-
stand why, we must consider
what subsis-
tence agriculture, the economic
basis of
most game-worlds, really
means.
Living
off the land
Primitive agriculture is
extremely labor-
intensive. For example,
it took the medieval
farmer about 148 man-hours
to raise 2½
acres of wheat, as opposed
to the 6½ hours
it takes a modern farmer.
Depending on the
fertility of a region, at
least 85% or more
likely 90% of the population
must actively
engage in agriculture, stock
raising, and
gardening in order to supply
the needs of
the total population. Thus
we can see that
surplus food is going to
be in short supply.
Furthermore, with poor tools,
like the
medieval iron-tipped wooden
plowshare,
and a limited knowledge
of fertilizers, like
manure or nothing, the yield
per acre is also
low. The total yield is
lowered further by
the three-field system in
use during the
Middle Ages, in which only
one-third of the
arable land is growing crops
at any given
time while the other two-thirds
lies fallow to
restore its fertility. Obviously,
the yield of
this system varied enormously
depending
on the fertility of a given
stretch of land, the
amount of available rainfall,
and so on, but
as a very rough average,
medieval farms on
good land produced per year
about 500
pounds of grain per acre,
or 160 tons per
square mile. (Compare this
to the modern
United States yield of 1,760
pounds per
acre.) Our example army
of 1,200 men
consumes about 21 acres
of wheat per day,
or a square mile’s worth
in one short
month. Thus we see why contemporary
writers often compared medieval
armies to
hordes of locusts.
In a world with poor storage
techniques,
the food supply is also
dependent on the
seasons. The three-field
system brings in
two crops a year in a European
or North
American kind of climate
— one in June,
the other in October. Starting
with the June
harvest, grain is as plentiful
as it ever is
until December, when the
grain stored from
the October harvest begins
to spoil. King
and peasant alike begin
to go hungry; by
March, people are hunting
sparrows and
scavenging old cabbages
from the bottom of
barrels. Finally, in May,
some of the harvest
is milk-ripe and harvested
green to tide
everyone over until most
of the grain ripens
in June.
An army, therefore, can demand
grain as
loudly as it likes in March,
but there will
simply be no grain to give
it. In the late fall,
farmers and villagers will
fight to keep their
harvest for themselves,
because the alterna-
tive is starving to death
in the winter. Be-
cause we moderns, with our
vast food
surplus produced by mechanized
farming
and protected by freezing
and preservatives,
forget that getting enough
food to eat is a
constant battle in primitive
societies, I want
to drive this point home:
Gold coins and
jewels cannot buy food that
doesn’t exist.
How, then, can we translate
this situation
into game terms? First of
all, armies run by
player characters can only
march during the
standard “war season” of
the Middle Ages
and the ancient world —
that is, the sum-
mer and fall. Although there
are historical
cases of wars being fought
in the winter,
those cases are rare and
usually the result of
desperate circumstances,
like the civil wars
during the reign of King
Stephen of En-
gland. Most fighting begins
in May or
June, and truces or retreats
are declared by
November.
TABLE OF FOOD PRODUCTION
Land type
Grain
Fodder
Meat
Vegetables
1
Other
Rich arable
4,500 tons
600 tons
2 tons
2 tons
500 lbs. each of ale,
cheese, butter
Poor arable
2,225 tons
300 tons
1 ton
1 ton
Small amounts of
above
Forest
none
1 ton
2 tons
2
none
A few berries, nuts,
roots
Wild scrubland
none
100 tons
2 tons
2
none
Berries, nuts
Wild grassland
none
unlimited
3 tons
2
none
none
Pastoral
none
1,000 tons
3
120 tons
none
What few provisions
the herders have
(Remember that this is not
the total year’s production, but what will be available during
the summer or directly after
the fall crop comes in.)
1. Includes fruit.
2. Wild game, including
deer, rabbits, fish, etc., but hunting takes much time.
3. The army will be competing
with the herds for fodder and water.
Second, if armies are going
to forage, the
gamemaster needs to know
how much food
is available for the army
to acquire, either
by force or by coin. Here
we have a very
complex situation indeed,
because the
amount of food will depend
on the kind of
terrain, its fertility,
its degree of settlement,
the year’s weather, and
myriad other factors
that make a precise and
realistic determina-
tion too time-consuming
to be worth the
effort. For simplified gaming
purposes, the
system summarized in the
table above is
playable, but I offer it
only as a suggestion.
Any referee who wishes can
vary the table
to make it more precise,
historically accu-
rate, or suitable for special
conditions in a
particular game world.
The referee should first
map out the war
zones and march routes in
ten-mile hexes,
mark in the streams and
rivers, and then
decide what type of terrain
each hex con-
tains. Pastoral land is
open meadows, often
hilly, given over exclusively
to large flocks
or herds of cattle, sheep,
and horses. Wild
grassland is basically pastoral
land that no
sentient races are using;
it supports many
wild animals. Wild scrubland
is semi-grassy,
but dry and covered in part
with bushes and
chapparal. Forest is of
course obvious;
desert is not included because
it offers so
little food that it might
as well offer none.
When it comes to arable
land, the referee
should keep in mind that
in medieval condi-
tions, a much lower percentage
of the land
will actually be in crops
than is the case in
the big mechanized family
farms of modern
times or in huge agribusinesses.
Much of it
will be rough pasturage
for dairy animals,
stands of woodlands for
firewood, and space
for roads, villages, and
dwellings. Thus the
yield per hex on the table
is lower than the
per-acre figures given in
the text above
would indicate.
Once the referee has established
the total
food capacity of each ten-mile
hex from the
table, he can figure the
available surplus.
Although in reality the
surplus would vary
at different times during
the summer and
fall, to keep things playable
we can set
constant percentages. (Remember
that from
January to May there will
be very little
grain or vegetables available
at all, and no
surplus.) In rich arable
land, the surplus
will be 15% of the total;
in poor arable,
10%; and in pastoral, 20%.
If the army
needs more food than the
available surplus,
it will have to extort it
out of the peasantry
or fight for it.
The referee also has to keep
firmly in
mind that this food supply
doesn’t magi-
cally restore itself. If
one army strips a
territory of food in early
summer, there will
be no more food for a second
army until the
fall harvest. In fact, if
the first army has
stripped every bit of available
grain, there
won’t be a fall crop, because
there won’t be
any seed grain left for
planting. There are
no convenient feed-and-grain
stores in a
medieval world.
Once armies strip an area
down to the
seed-grain, the area becomes
depopulated.
Those peasants who can will
abandon their
farms and flee; those who
can’t will starve
to death. When armies march
back and
forth over small territories,
depopulation or
is
at least a major reduction
in population
inevitable. During the Viking
raids, the
northern coast of France
became a waste-
land not so much because
of the deaths
caused by the raids but
because of the dep-
redations of the armies
sent to chase the
Vikings. When an area has
been depopu-
lated, it will produce no
food at all the next
year because there won’t
be anyone there to
grow it.
As a system of food supply,
foraging has
In the Middle Ages, the
decent rulers
tried their best to spare
the peasantry out of
enlightened self-interest
— empty farms
don’t pay taxes and support
castles — but
in desperate conditions,
the armies took
what they needed first and
worried about
farmers later. Many commanders
also de-
stroyed crops to keep them
out of enemy
hands. In any game where
alignment or
some form of “honor points”
are involved,
the referee should judge
player characters’
actions carefully in this
regard. Medieval
knights considered that
starving peasants
was dishonorable and a bad
thing; in one of
the old French chansons
de geste, for exam-
ple, the knight Rainouart
gains great honor
by killing men who are stripping
a peasant’s
bean fields.
other inherent problems,
the biggest of
which is that it dramatically
slows the move-
ment rate of the army. Foraged
food must
be located, then either
bought or extorted
from the peasants and townsfolk
who own
it. If a hostile army is
taking food by force,
the peasants will flee,
leaving the army to
do its own harvesting and
its own chasing
after cows. Once the food
is obtained, it
must be distributed and
packed. Even an
army of 1,200, like our
example, needs
several hours to strip a
farm, and what they
get may only last them a
single day. Food is
likely to lie off the direct
line of march, thus
slowing the army’s forward
movement even
further.
Consider our example army
with its grain
need of just over 5 tons
per day. At the
beginning of a summer’s
campaign, the
soldiers march through rich
arable land
having a surplus of several
hundred tons.
Farmers gladly sell them
what they need,
and several days’ provisions
at a time are
theirs for the time spent
loading it. But the
war rages all summer with
that area becom-
ing an important tactical
location. By the
time two different armies
have each
marched back and forth across
it, the fright-
ened farmers have taken
to the hills. Our
army is lucky to find a
few vegetables rot-
ting in gardens, much less
tons of grain.
Most of each game-day will
be spent fan-
ning out on each side of
the road and
searching desperately for
food. The army
will move only about 5 miles
per day for-
ward and will also be demoralized
and
vulnerable to sneak attacks.
To avoid such desperate situations,
most
historical commanders preferred
to take
supply trains with them,
and the wise player
character will do the same.
Since a riding
horse or an infantryman
can’t carry more
than a rider and a few pounds
of gear (in
the case of the horse),
or his weapons and a
few pounds of gear (in the
case of the infan-
tryman), the commander must
resort to
either large carts or pack
animals to carry
supplies. Since in our motorized
society
carts are usually the first
thing gamers think
of, let us consider them
in some detail.
A medieval-style cart or
wagon is made of
heavy wood and has wooden
iron-rimmed
wheels, which are extremely
vulnerable to
ruts and rocks. In any group
of five carts,
one will break down each
day to the tune of
two hours of travel time
lost while the cart is
repaired. Heavy mud renders
carts immo-
bile; light mud or hills
reduces their move-
ment rate to 1 mile per
hour. On steep
uphill roads, men have to
shove a laden cart
from behind in order for
it to move at the 1
mile per hour rate.
Each cart requires a team
of either oxen
or heavy draft horses, plus
a carter. In good
conditions, oxen pull at
2 miles per hour,
but oxen can only pull for
5 hours a day
because of their sensitive
(and unshoeable)
hooves. A horse team pulls
at 3 miles per
hour for 8 hours a day,
but because of
breakdowns, it’s unlikely
that any line of
carts will be moving for
a full 8-hour day.
Oxen require 25 pounds of
fodder and grain
per day apiece, while the
draft horses re-
quire only 13 pounds of
each foodstuff.
What oxen can do, of course,
is pull
much more weight than horses
can. As a
very rough average estimate,
with a
medieval-style cart on medieval-style
roads,
a pair of oxen can pull
6½ tons plus the
weight of the cart and carter,
while horses
can only pull 3 tons. In
any case, even in
optimum conditions, an army
with horse-
carts can make no more than
20 miles a
day, while one with oxcarts
can do a maxi-
mum of 10 miles a day.
By now it should be obvious
why so
many ancient and medieval
commanders
preferred a baggage train
of pack animals to
any kind of cart. The difficulty
with a pack
train is simply that it
takes a great many
head of stock to carry a
large amount of
supplies. The average horse
can pack 180
pounds beyond the weight
of the pack sad-
dle; the average mule, 220
pounds. Even a
two-mule team can pull much
more weight
than the 440 pounds they
can pack. A pack
train also runs into an
interesting law of
diminishing returns because
pack animals
need food of their own.
A mule carrying
220 pounds of grain, for
instance, on an 8-
day march is packing food
for itself, a cav-
alry horse, and several
men. On a 22-day
march, however, the mule
will eat the entire
load by itself. Thus, no
matter how many
pack animals it has, an
army can never
carry food for more than
19-21 days on
pack animals alone.
Donald Engels (see the bibliography
at
the end of this article)
gives a useful formula
for finding the total number
of pack animals
needed for a given march.
Divide the total
weight of food by the carrying
ability of
each animal minus that animal’s
share of
the food it carries. For
example, our army
wants to march for 5 days
through country
with ample fodder and water,
meaning that
they only have to carry
grain. They thus
require 58,000 pounds of
grain and mixed
human rations. Each mule
can carry 220
pounds, minus the 50 pounds
it will eat
during the march. Thus:
58,000 divided by
(220-50) = 341.2, meaning
that 342 mules
are needed— an enormously
long baggage
train, to say nothing of
an expensive one.
Historically, armies did
travel with as many
or even more animals than
this.
We can also reverse Engels’s
formula to
see how long an army can
march if we know
the length of its pack train.
Let’s say our
example army with a daily
grain and mixed
ration need of 11,600 pounds
has acquired
200 mules, to bring their
need up to 13,600
pounds of food a day. The
total carrying
capacity of these mules
is 44,000 pounds.
Thus, dividing the daily
food need into the
total carrying capacity
(44,000 divided by
13,600 = roughly 3.2), we
realize that the
army can only carry food
for a little over 3
days at a time.
Given the limitations of pack trains, we
can see that the average
army has to resort
to a combination of carrying
food and for-
aging if it’s going to travel
long distances,
or else resign itself to
using carts and travel-
ing slowly. Making this
choice should
present players (and their
characters) with
an interesting decision
that could well influ-
ence the outcome of the
war.
Horse care: a matter of
life and death
Whether the army commanders
decide to
use cart horses or pack
animals, finding the
necessary animals for the
supply train — to
say nothing of cavalry horses
— should
present a further problem
in a medieval-
style game world. Since
supporting a horse
or a mule takes about 20
acres, and an ox
40 acres (both for fodder
and for grain), few
farmers will keep anything
but a plow team.
Specialized horsebreeders,
like any other
kind of specialist, will
also be rare.
In the Middle Ages, lords
set aside part
of their holdings to raise
the horses and
mules so necessary to war.
The ancient
empires, both Roman and
Chinese, bought
their horses from the nomads
of the Central
Asian steppes —as did the
much later
British Empire in India.
Gamemasters will
have to decide if such nomads
exist in their
world, of course, and players
may well have
to have their warlike PCs
breed stock of
their own to supply their
armies.
What happens, however, if
the PCs lose a
large portion of their baggage
train when
far from home base? Determining
just how
many horses and mules will
be available in
any given part of the game
world is a near-
impossible task to do accurately
and histori-
cally, just as was determining
the food
supply. As rough and playable
estimates
only, I offer the following.
In arable land,
there will be only 15 horses
suitable for war
and 40 pack mules per 10-mile
hex. If an-
other army has already marched
through
thathex, it’s a
any left at all.
good bet thattherewon’tbe
<>
On a military campaign, then,
horses and
mules are worth their weight
in gold. Too
many gamers persist in treating
horses and
mules like trucks —inexhaustible
as long as
they’re refueled. By doing
so, they are not
only going contrary to reality
but also ig-
noring one of the primary
logistical influ-
ences on movement rates
— that is, the
need for time to take care
of the stock. This
kind of ignorance gives
rise to rules that
state that cavalry may always
move faster
than infantry over long
distances (on the
basis that horses can run
faster than men,
probably) —when the reverse
is often
actually the case. Well-trained
infantry can
often out-march cavalry
over the long term
simply because they don’t
have to tend and
feed their horses. Let’s
see why this is so in
some detail.
For all their appearance
of strength and
nobility, horses are physically
delicate and
emotionally moody as well
as quite stupid.
While his willpower spurs
a warrior to feats
of endurance, a horse or
mule has no such
resource. Commanders who
force animals
beyond their natural limits
are going to lose
a lot of valuable stock
to laming, saddle
sores, foundering, and broken
wind. While
saddle sores can be treated
by rest, the other
conditions do not automatically
go away
even with the best care
in the world. The
only thing an army can do
with a wind-
broken or foundered horse
is to eat it.
What kind of care does stock
require on
the march? The most important
thing is
always having grain to eat.
An army that
tries to feed its stock
on grass alone loses
05% of its horses and 03%
of its mules on
the fourth day of such treatment
(this means
05% or 03% of the beginning
total, not the
steadily decreasing current
number) and on
every day thereafter. An
animal marched
with inadequate water will
founder in 5
days.
Rest is almost as crucial.
No fully loaded
animal should be marched
more than 8
hours per day at a walking
pace if the ani-
mal is laboring under a
pack-saddle and full
load. (Well-fed cavalry
horses can travel for
8 hours at a walk-trot-walk
pace; they can
never gallop for more than
about twenty
minutes straight without
injury.) One day
out of every 6, all animals
must rest un-
loaded for a full day. What’s
more, since
animals won’t graze in the
dark in unfamil-
iar territory, the army
must wait each morn-
ing and camp early enough
each night to
allow the stock at least
an hour of grazing,
depending on how lush the
available fodder
is.
If a commander insists on
a forced
march, or if one is absolutely
necessary, his
stock will pay for it. A
forced march is
defined as moving more than
8 hours in a
day at normal speed or moving
8 hours a
day at faster than normal
speed, that is, at
faster than a walk-trot-walk
for laden ani-
mals or gallop-trot-walk-gallop
for cavalry.
Well-fed stock can make
a forced march of 2
days without harm, provided
that they can
rest for a full day afterward.
If not, and
especially if the forced
march continues, the
army will lose 10% of its
horses and 05% of
its mules on that third
day, as it will also do
on the fourth day. If a
forced march con-
tinues without a day of
rest past that point,
the army will lose 20% (of
the beginning
total) of all stock every
day the march con-
tinues. These penalties
are cumulative.
Stock fed only on grass
or watered inade-
quately as well as being
force-marched will
founder at a doubled rate.
Now we can turn to the daily
movement
rate of an army and see
that the crucial
point is not how many miles
an hour an
army can march, but how
many hours a
day it can stay on the march.
The hourly
movement rate for an army
will be much
the same as for an individual
foot soldier,
that is, 3 miles per hour.
(This rate has to
be modified for terrain,
of course, using the
referee’s own system.) What
the referee has
to determine is how many
hours a day will
be available for moving
at this rate.
The first thing that the
gamemaster has
to consider is any limitations
imposed by
traveling with carts. As
we’ve seen, oxcarts
can only travel 5 hours
a day, period. Al-
though horses can keep pulling
for 8 hours,
cart breakdowns will cause
delays, so that
horsecarts will be on the
road only 6 hours a
day.
If the army is traveling
with a pack train,
food will be the main limiting
factor. In
summer, with sufficient
food, the army can
indeed move a full 8 hours
per day. In the
short days of spring and
fall, taking time to
let the horses graze reduces
movement to 6
hours per day. If the army
needs supplies,
the referee has to determine
how many
hours it will take to provision
the army.
Specific figures for all
situations are impos-
sible to give here, but
I suggest that buying
food takes at least 2 hours
and extorting it 4
hours, for 1 day’s worth
of food. This time
should be doubled for 2-3
days’ worth and
tripled for 4-5 days’ worth.
It’s thus possible
for a large army to spend
several days ac-
quiring provisions.
There are a number of optional
factors
that the gamemaster might
wish to take into
account when determining
available march-
ing time. Since a grumbling,
disorganized
army takes a long time to
get moving, the
referee could penalize demoralized
troops
for an hour of march time.
If water is
scarce, there could be penalties
for the time
spent searching for it.
Finally, if an army is
marching into unknown territory,
the game-
master could decide that
it must spend
several hours a day waiting
for advance
scouts to rejoin the group.
By taking account of logistics
and using
this system of determining
available march
time, daily movement will
range from 10
miles per day for an army
using oxcarts to
24 miles per day for a well-provisioned
army with a pack train.
Since these rates
are much lower than those
in most game
systems, let’s look at a
couple of historical
examples to see if the system
is accurate.
Alexander the Great’s army,
the speed of
which absolutely dazzled
the ancient world,
averaged 20 miles a day.
During the Nor-
man Conquest, King Harold,
desperate
though he was to engage
William, took a
full week to march the 135
miles from York
to London. Charlemagne’s
army, which
used oxcarts, averaged 8
to 10 miles a day.
Any player, therefore, who
wants to
march 60 miles in two days
— just because
the rules in his system
allow it — is delud-
ing himself, as the gamemaster
is now in a
position to point out.
Including logistics in a
campaign does
more than add a certain
sour note of real-
ism to play. Gamers forced
to operate
within the limits of their
armies will have to
make fascinating strategic
decisions, while
gamemasters can add those
extra touches
that keep campaigns dangerous
to the over-
bold and rewarding to the
clever.
<missing paragraph>
as much as the besieged do.
By keeping
track of the food taken
from the surround-
ing countryside, the gamemaster
may well
find that the besiegers
have eaten the terri-
tory bare. In that case,
they will either have
to negotiate with the besieged
or else bring
in supplies from a distant
area. Such long
supply lines will be in
danger from attacks
by allies of the besieged,
as well as draining
men from the siege itself.
Logistics are so important
to a medieval
campaign that the historian
H.J. Hewitt
wrote:“Medieval warfare
is not solely, nor
even largely, battles and
sieges. For weeks
and even months on end,
it is military
pressure exerted by the
destruction of life,
property, and the means
by which life is
maintained” —that is, fields,
farms, and
livestock. A player character
who neglects
this important truth should
learn his mis-
takes the hard way, just
as Napoleon did
during the invasion of Russia.
It was then
that the great general forgot
his own good
advice:“An army marches
on its stomach.”
1. Beeler, John, Warfare in Feudal Europe, Cornell University Press.
2. Grigg, D. B., The Agricultural Systems of the World, Cambridge University Press.
3. Engels, Donald, Alexander the Great and the Logistics of the Macedonian Army, University of California Press.
4. Tellen, Maurice, The
Draft Horse Primer, Rodale Press.
LETTERS
Rational question
-
Dear Dragon,
I read Katharine Kerr's article on feeding an
army in motion ("An army travels on its stomach,
" issue #94) and I was glad that someone
finally outlined a system for feeding an army.
After reading it I was left with one major question.
In the Players Handbook, on the equipment
list, iron rations are listed as costing
5 g.p. for
one week's worth. My question is simple: Could
a soldier function normally if given only iron
rations and water? Iron rations are not very
expensive and last a long time without spoiling.
Jonathan Zaleski
Selden, N. Y.
(Dragon #96)
I think a soldier could "function normally" if
all he consumed was iron rations and water, but
the problem of having enough food for a large
army is not solved just by having each man pack
a supply of iron rations, for these reasons:
On a small scale, it may be true that "iron
rations are not very expensive." But let's imagine
a 1,000-man army that's about to go on a march
that could take as long as two weeks. It would
cost 10,000 gold pieces to buy two weeks' worth
of iron rations for every soldier -- assuming that
the leader of the army can find a merchant
who
has 2,000 one-week portions of iron rations to
sell.
According to Appendix O of the DMG,
a
portion of iron rations has an encumbrance value
of 75 gp, so that two weeks' worth would take up
150 gp worth of weight and space in a soldier?s
gear. Each soldier would also have to carry a
substantial amount of non-edible equipment, and
the result might be that many soldiers wouldn't
be able to carry all their necessary gear and also
have room for a supply of food. You can't count
on being able to pick up non-edible equipment
while on the march, but it would be a lot easier to
find food along the way. So, many of the soldiers
would not be able to pack all the food they would
need, and they would have to find it while they're
on the move.
And even if every soldier could carry enough
iron rations to last him throughout the journey,
that doesn't address the problem of how to feed
the animals that are traveling with the army. For
the reasons described in the article, it would
probably still be necessary for the army to find
some food along the way to keep all of the horses,
mules, etc., alive and able to do their jobs.
So, although it's a good idea that might work
in some situations, iron rations would not solve
all the problems of how to feed an army on the
march.
-- KM
(Dragon #96)