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Editing v0.34:Military design
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<!-- Editors & Contributors''': Please see the discussion page before posting. --> | <!-- Editors & Contributors''': Please see the discussion page before posting. --> | ||
− | :''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. | + | :''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. or complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. |
− | The role of a military force in fortress defense can be extremely varied depending on the player's overall approach and strategy; it can be central, non-existent, or anywhere in between. One of their | + | The role of a military force in fortress defense can be extremely varied depending on the player's overall approach and strategy; it can be central, non-existent, or anywhere in between. One of their advantage is their mobility — they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats. Only military can take the fight to the enemy (doomsday devices excepted). |
− | Unfortunately, they are also expensive to maintain compared to static traps, and can cost a lot of resources for the [[metal]], labor, as well as food, drink and | + | Unfortunately, they are also expensive to maintain compared to static traps, and can cost a lot of resources for the [[metal]], labor, as well as food, drink and accomodation for the military. Additionally, soldiers are almost constantly under high risk in their job defending the fortress, possibly draining the fortress of some otherwise useful dwarves. Finally, the military system can take a lot of time on the player's part to set up and get working. An efficient military design can offset some of these major issues. |
==Training== | ==Training== | ||
− | + | One of the important parts of a military is to have dwarves with high physical [[attribute]]s, and that requires training them up. See [[cross-training]] for suggestions on various attribute training plans. | |
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− | + | The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. | |
− | + | Another very effective way of training is making your military fight captured invaders or wildlife, especially with training weapons equipped. See [[mass pitting]]. | |
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===Daylight training room=== | ===Daylight training room=== | ||
Put a [[weapon rack]], [[armor stand]] or [[archery target]] on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. A major reason for training in daylight is that it also helps prevent [[cave adaptation]] in your military. | Put a [[weapon rack]], [[armor stand]] or [[archery target]] on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. A major reason for training in daylight is that it also helps prevent [[cave adaptation]] in your military. | ||
− | ==Archery | + | ===Archery and Marksdwarf training=== |
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A couple tips/troubleshooting for training your ranged military: | A couple tips/troubleshooting for training your ranged military: | ||
* If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad. | * If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad. | ||
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* Every marksdwarf needs a quiver. | * Every marksdwarf needs a quiver. | ||
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad. | * Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad. | ||
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==== Live targets ==== | ==== Live targets ==== | ||
− | Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your | + | Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarfs shot the stunned and immobile goblins from 14-18 steps away. The further away you place your Marksdwarfs, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to retrieve the goblin corpses and items and clean up the mess you just made. |
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− | + | ╔═══════════╗ four z-levels up: | |
− | + | ║···········║ ╔═╦═╦═╦═╦═╗ | |
− | ╔═══════════╗ | + | ║·+·+·g·+·+·║ ║·║·║·║·║·║ |
− | + | ║···········║ ║+║+║+║+║+║ | |
− | + | ║▼·········▼║ ║+++++++++║ | |
− | + | ║+++++++++++║ ║+++++++++║ | |
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− | ║+++++++++++║ | ||
║+++++++++++║ | ║+++++++++++║ | ||
║+++++++++++║ ║D║ | ║+++++++++++║ ║D║ | ||
− | ║+++++++++++║ ║+║ | + | ║+++++++++++║ ║+║ |
− | ║+++++++++++║ | + | ║+++++++++++║ Locked tunnel |
− | ║+++++++++++║ | + | ║+++++++++++║ one z-level down |
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ╔════╝D╚════╗ | ║+++++++++++║ ╔════╝D╚════╗ | ||
− | + | ║···········║ ║+ò+++++++++║ | |
║▼▼▼▼▼▼▼▼▼▼▼║ ║▲▲▲▲▲▲▲▲▲▲▲║ | ║▼▼▼▼▼▼▼▼▼▼▼║ ║▲▲▲▲▲▲▲▲▲▲▲║ | ||
║++☺+++☺++☺+║ ╚═══════════╝ | ║++☺+++☺++☺+║ ╚═══════════╝ | ||
− | ║+☺++☺++☺+++║ | + | ║+☺++☺++☺+++║ Lever to |
− | ║+++++++++++║ | + | ║+++++++++++║ bridge |
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− | + | ==Archery== | |
− | + | Archers are deadly, but vulnerable to melee — crossbows as clubs just aren't the best. Additionally, it is impractical to have archer towers every 15 tiles across the map (it is possible, but that sometimes would be tedious). Sometimes, the only option is to take it directly to the enemy. Beyond that, mixing or matching is largely up to you. | |
==Squad management== | ==Squad management== | ||
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]]. | Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]]. | ||
− | Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly trained melee dwarves in the squad with them. | + | Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them. |
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element — [[losing|Fun happens]]. | If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element — [[losing|Fun happens]]. | ||
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=== Uniforms === | === Uniforms === | ||
− | :''Note that these uniforms | + | :''Note that these uniforms "work", but they are not the best option. See the [[armor]] article for more about this.'' |
Use the starter outfits in the armor article. They are maxed out protection for their material. If you ''know'' you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without a XXCave Spider Silk RobeXX leaving your military less protected. | Use the starter outfits in the armor article. They are maxed out protection for their material. If you ''know'' you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without a XXCave Spider Silk RobeXX leaving your military less protected. | ||
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==== Starter Uniform ==== | ==== Starter Uniform ==== | ||
− | # | + | # Leather shirts+ |
− | # | + | # Leather trousers+ |
− | # | + | # Leather gloves+ |
− | # | + | # Leather caps+ |
+ | # Leather armors | ||
+ | # Leather low/high boots | ||
# Bone gauntlets | # Bone gauntlets | ||
− | # | + | # Bone helms |
− | # Wooden | + | # Bone greaves |
− | # | + | # Wooden shields |
+ | # Melee weapons (non-training) or Crossbows | ||
==== Basic Uniform ==== | ==== Basic Uniform ==== | ||
− | + | # Leather shirt | |
− | # | + | # Leather trousers |
− | # | + | # Leather caps |
− | # | + | # Leather hoods |
+ | # Leather gloves | ||
+ | # Leather mittens | ||
+ | # Leather shoes | ||
+ | # Cloaks (6) | ||
+ | # Socks | ||
# Metal helm | # Metal helm | ||
− | # Metal | + | # Metal mail armor |
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# Metal gauntlets | # Metal gauntlets | ||
− | # Metal | + | # Metal greaves |
− | # | + | # Metal shield |
− | # | + | # Metal melee weapon (non-training) |
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− | You can order your dwarves to wear more than one piece of same type, | + | You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. [[Armor]] article possibilities of this is detail. |
==Strategy & Tactics== | ==Strategy & Tactics== | ||
===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 [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep | + | 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 [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. 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. |
===Wait for my signal...=== | ===Wait for my signal...=== | ||
− | When ganging up on dangerous | + | When ganging up on dangerous creatures (such as megabeasts), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents. |
When under [[siege]] or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this. | When under [[siege]] or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this. | ||
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==Animals== | ==Animals== | ||
− | [[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it. Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from | + | [[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it. Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from a assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themself. |
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{{Category|Guides}} | {{Category|Guides}} | ||
{{Category|Fortress defense}} | {{Category|Fortress defense}} | ||
+ | {{Category|World}} | ||
{{Category|Design}} | {{Category|Design}} | ||
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+ | {{Military}} |