Battle Tactics (POCT)

__NOTOC__
Over thousands of years, the tactics of battle have changed many times. Innovations of equipment and maneuver often gave armies domination of their world. Alexander's phalanxes of spearmen were nearly unstoppable. Pikes and bows brought about the end of the knight's battlefield supremacy long before firearms were effective weapons.
Some of these same tactics can be used to good effect by player characters and their opponents. Even the most foolhardy barbarian should think twice before charging a band of orcs who have formed a spear-hedge to receive his attack.
==Shield Wall==
In Chapter One, we described how figures can crowd together in close order, placing two Man-sized creatures in a single space. If the creatures stay along an even line in close order, they can form a shield wall by overlapping their shields. The shields must be medium or kite shields. Fighting with a shield wall has several benefits.
===Versus Missiles===
All members of the shield wall and any allies behind it are considered to be behind 50% cover (–4 AC bonus) versus missile fire. Shield walls block lines of fire indoors or underground, so in dungeon settings any allies behind the wall can't be targeted by hostile missile fire. The creatures actually forming the shield wall can still be struck, however.
===Versus Melee===
Since the members of the wall are in close order, shield walls allow them to concentrate their fighting power. They are also good for controling enemy movement, especially in narrow areas such as dungeon corridors. Because the shields overlap, all members of the wall gain a –1 bonus to their Armor Class.
Creatures forming a shield wall must be of the same size or the wall won't work. In addition, they have to move together if they want to stay linked. A shield wall can only take a half-move without breaking apart.
Creatures in a shield wall are slightly limited in their choice of armament. They can fight only with one-handed weapons since they're using a shield in the other hand. If they use a slashing or bludgeoning (Type S or B) weapon, they suffer a –2 penalty to attack rolls unless the weapon is a smaller size category than they are, because the close order interferes with the weapon's swing. Piercing (Type P) weapons aren't affected by close order.
As an example, a human barbarian (size M) forms a shield wall with his companions. He can use his short sword (Type S, size S) or spear (Type P, size M) without penalty, but if he fights with his battle axe (Type S, size M) he suffers a –2 penalty to his attack rolls because he's so close to his allies.
Another excellent tactic for shield walls is to place long-range polearm wielders immediately behind the shield wall. Since the polearms can reach over the shield line, enemies can be exposed to several attacks at once when they close to melee range. Using a polearm over a friend creates a –2 penalty to attack rolls, however.
==Spear Hedges==
Spear or pike hedges are extremely effective against creatures trying to close in for melee. Swiss pike formations could defeat the most powerful mounted charges and could cut through many foot troops as well. Hedges don't have to be formed in close order, but they're more effective if they are. Hedges can be made doubly dangerous by adding an extra rank of spearmen or pikemen to create a defense in depth against an enemy's approach.
To form a spear hedge, characters need to stand side-by-side in an even line. A second rank can form up behind the first rank and attack over the front rank with a –2 penalty to attack rolls. If the polearm is a range-only weapon, such as a pike, then the penalty does not apply. If the troops are equipped with range 3 weapons, a third rank can be added behind the second rank.
Spear hedges are most effective when all characters choose the guard action, since any foe foolish enough to approach could be subjected to as many as 6 attacks before he could strike back. Spear hedges can only make half-moves and still remain together.
Like shield walls, spear hedges can be extremely effective in limited areas where opponents can't flank them.
==Mounted Charge==
One of the most spectacular battle maneuvers is a cavalry charge. There are no special considerations or formations necessary for a mounted charge; a single knight on horseback can use this tactic.
The mounted charge against foot troops gives the charging character a +2 bonus on his attack for charging and a +1 bonus for being mounted. If he's armed with a lance, he inflicts double damage if he hits. In addition, the lance's superior range may allow him to strike before the defender has a chance to attack.
The charging character can also use his mount to move through enemy figures, possibly knocking them down or trampling them. A line of armored knights can literally ride down infantrymen, although they'll provoke attacks of opportunity once they get into the press. Still, the initial shock of such a charge can decimate most infantry formations.
A great defense against the mounted charge is missile fire at the mounts. Usually, the horses are easier to hit than the riders. Any time a mount is injured, the rider must make a riding check (or roll a successful saving throw vs. paralyzation) to keep control of the animal. The riders of any animals following the injured mount must also make riding checks or be stopped by the downed animal.
==Archery from Horseback==
Archers on horseback are very effective against foot troops without missile weapons. (If the character on foot has a weapon to reply to the horse archer's fire, it's a different story.) Weapons suitable for use while mounted include short bows, composite short bows, hand crossbows, light crossbows, and size S firearms.
If the archer remains still (takes a no-move action), his rate of fire and range modifiers are unaffected by his mount. If he rides a half-move, his rate of fire is reduced by one category and he suffers a –2 penalty to his attack rolls. If his mount takes a full move, his rate of fire is reduced as above, and he suffers a –4 penalty to his attack rolls. These penalties can be reduced by expertise in mounted archery; refer to Chapter Four for more information.
The best way to exploit the archer's mobility is to gallop in for a round of fire and then retreat when the foot troops try to respond. This tactical system was one of the most successful ever devised, and for a time rendered infantry nearly obsolete.