KnightofPhoenix wrote...
Amaranthine is a costal city. Supplies can be ferried via the sea.
But those supplies aren't cutting it. When you arrive the guard captain tells you in no uncertain terms that people are starving and the lack of supplies from the Pilgrim's Path is a large reason for it. Only the smugglers (whom are probably committed to a joint venture of small sea faring craft and trading with Wending Woods scavengers) have any real wealth/supplies.
Plus, it's a symbol. Symbols matters greatly in war.
True, but your troops having full bellies and sharp swords matter more.
Plus keep in mind that you do secure a trade route (the wending wood) area whether you put troops there or not. It's just not as safe as it could be.
We only know that from a metagaming perspective. Our character only knows that these darkspawn are intelligent, can speak, and can set up complex and devastatingly successful ambushes which means they can use strategy.
Strategy during any 'siege' operation, or, really, at any time when it is possible, dictates that one hits an opponents supply routes. This keeps your own troops supplied while harming theirs.
Therefore, the warden would have to--assuming they thought things through/listened to the old lady--assume that even if they clear out ONE nest of darkspawn raiders in the Wending Woods, more will take their place. If not in the woods than all along the route. They don't even have to catch every merchant--just enough of them to make the merchants afraid to travel through anymore.
Vigil's keep is a trade center, since you recruit several (well two) traders.
True--but it's not one that is in any position to deliver supplies to the civilians. And if you let the civilians starve they will revolt. Like rats, they will fight when backed into a corner--and if their only options are die or raid the keep for food and probably die, well every day with an empty stomach the latter seems more tempting, if only because the death would be quick and clean.
A civilian revolt is the absolute worst thing that can happen to a government during war time. Especially when you have limited troops. Fighting one enemy is hard enough, fighting two is terrible.
The revolts can be delt with peacefully or violently, that always happens in war ,regardless of where you position your forces. They can try and they would be put down.
True, but I didn't know that playing the first time (or even that there would BE a revolt), and it would be metagame knowledge anyway.
You have to take into account the very limited forces you have at your disposal. To disperse them like this would ensure that none of the areas are well defended. In essence, they become useless.
I do take it into account, but I don't think either Amaranthine or the road truly need many troops. The entirety of Ferelden is roughly 5-600 miles across. Amaranthine (the arling, not the city), therefore, couldn't be very large, and thus the section of the pilgrim's path that needs to be patrolled wouldn't be either. Small patrols, maybe five of them, of 5-10 men, should be able to provide adequate protection for travellers/merchants.
Amaranthine, in the meanwhile, is a walled city with gates with its own dedicated guard force that could suplement defending soldiers in a pinch. So long as they have time to close the gates, a small force SHOULD be able to defend it adequately until reinforcements can arrive to flank the invaders. This isn't what happens in game, but it's what should happen if the defenders weren't incompetent.
So long as the forces to the farmland are a small token force (smaller than the force dedicated to the trade route), made up mostly of scouts--thus allowing them to perform a duel function of making the peasants feel better and providing me/my military with valuable intelligence on darkspawn movement across the Arling--I think that the dispersal could work quite well.
So long as I have over 50 men.
I'd have liked the ability to alter laws, to replace the penalty for most 'light' crimes (theft and the like, which will often happen out of need) with conscription, to start a recruitment drive, and or to draft the majority of the peasantry into the armed forces (You get clean beds, food, and your families may move to the keep if they are near enough to darkspawn activity), to supplement the forces as well, but those were, sadly, not options.
Modifié par krylo, 22 mars 2010 - 02:17 .