The Red Guard  

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The Red Guard General Staff

Khan – Paddy the Scot

Field Marshal of the Horde - Bongo

General of the Horde - Iron Jackson

The Red Guard - Operations

Brigadier General Ljube - Chief
Army General BKWM


The Red Guard – Administration

Brigadier General James the Scot


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Red Guard Roles

Khan

Commander in Chief of the Red Guard

Field Marshal of the Horde

Commander of Battle Hordes.


General of the Horde

Commander of a Battle Horde


Army General

The Army General will Command an Army, consisting of 3 to 4 Regiments. They can operate independently. The goal is to allow the Army General the ability to manourve his Army as he wishes.

The Army can be given orders and be expected to carry them out, just as any unit within the Red Guard. These orders can be from an overview - Macro ideal, to an exact positioning order / set of orders.

The Army will have the abilty to place mission requests. These will need to be well laid out etc.

It will thus be the Army Generals mission to have all of his movement orders in the turn thread before the turn is played

The Army General will later have the option of taking on one of the various Colonels and their Regiments (yes another of us team members) as the fourth Regiment of the Brigade. Then the two of them can plot and scheme great war plans together.


Brigadier Generals and Red Guard Brigades

The Brigadier General will Command an Independent Brigade, consisting of 3 to 4 Regiments. They will operate independently, hopefully most of the time. I see that as a main fuction. The goal is to allow the Brigadier General the ability to manourve his brigade as he wishes.

The Brigade can be given orders and be expected to carry them out, just as any unit within the Red Guard. These orders can be from an overview - Macro ideal, to an exact positioning order / set of orders.

The Brigade will have the abilty to place mission requests. These will need to be well laid out etc.

It will thus be the Brigadier Generals mission to have all of his movement orders in the turn thread before the turn is played

The Brigadier General will later have the option of taking on one of the various Colonels and their Regiments (yes another of us team members) as the fourth Regiment of the Brigade. Then the two of them can plot and scheme great war plans together.

This overview can be changed and developed. It is not a finsihed document, yet it could be enough to get our initial Brigade formed and out there causing havoc.

Now for Wrath! Now for Ruin! And for the Red Dawn!

Operations

Planning and Operations Staff

Red Guard Auditing

Assisting various Battle Commanders in their planning etc


Administration

Keeping the supplies flowing and the paperwork sorted


Aide de Camp

Personal Assistant and Aide to Red Guard War Lord and General of the Horde

Regimental Commanders

Commanders of various Horde Regiments

Each Regimental Commander has the right to present plans and suggestions for their Regiment to either Red Guard General Staff or Red Guard Operations, for consideration.

This can include requests: to strike certain objectives; maneuvering to an area; barbarian hunting; long distant patrols; city guard duties etc

All requests should have a detailed explanation of purpose.

Red Guard General Staff have final say over all Regiments.


Provincial Commanders - Princes

Each Prince has the right to post orders for the Regiments of the Red Guard that are stationed in their Province.

These units will make up a Home Guard Brigade for that Province.

As some Princes also have their own Brigades, then that province could have 2 brigades.

All orders must be posted in the upcoming Ordered Post.

This can include requests: to strike certain objectives; maneuvering to an area; barbarian hunting; long distant patrols; city guard duties etc.

Red Guard Duties for said units have priority.

Red Guard General Staff have final say over all Regiments.

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Pentagon

Increases unit capacity of armies from three units to four.

Must have at least three armies in the field

Cost 400 shields
No Maintenance
Culture 1pt

Military Academy

City can build armies without leader
our armies become better in combat

must have had a victorious army

Cost 400 shields
No Maintenance
Culture 1pt


Heroic Epic

Increases the chances of leaders from victorious combat

must have had a victorious army

Cost 200 shields
No Maintenance
Culture 4pt

Battlefield Medicine

Allows military units to heal in enemy territory

Must have at least five hospitals

Cost 500 shields
No Maintenance
Culture 1pt

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