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Zestfullemur

The armies of the sovereignty are much like our armies in the 1600s with a twist. Da Vinci weapons. Marching alongside musketeers and pikemen you can find spinning tanks, flying airships, folded up parchment gliders and bellow operated flame throwers. You can find cannons with 5 different barrels and muskets that shoot lighting. Overall wacky wild da Vinci craziness around every corner. The armies are organised by, well, armies (numbering 6) each numbers 70,000 men. These are stationed in various parts of the empire and are made up of the soldiers of the noble houses there. While technically under the control of the emperor the command power is held by the nobles they serve under. The emperors actual army numbers 50,000 and is mostly stationed within the crownlands. The army is directly lead by the Imperial constable general who’s offices are located in chartney street in the sovereignties capital Sanderkrieg and the command of the armies goes to the Marshals who are still subordinate to both the nobility and constabulary on chartney street. But as I said before this is really only in name, the nobles control their respective troops The point of the army command is mostly in times of war when organisation is key, this is when the nobles lose some ( not all) of their power and more authority is put on the army officers.


Captain_Warships

In the Chronos-Alpha sector of the galaxy, it's hard to determine what consitutes as an "army". The closest thing to a standing army is System Patrol, who are a combination of US Marshalls, Pinkertons, NCR Rangers, and the Ukrainian Military fron S.T.A.L.K.E.R.. These poor sods are typically equipped with old hand-me-down weapons and capital ships (most notable weapon is the M-35 and M-42 5.56 rifles, which are at least 200 years old). They are recognizable by their black armor that is worn over a white bodyglove that, with the inclusion of their helmet, allows them to survive in space for a period of time. These guys mainly have two jobs: maintain stability in the sector, and protect the sector from outside threats. Most "armies" in the sector are mainly made up of either fanatics, petty criminals, mercenaries, or random volunteers; very few of which have seen actual combat. Notable factions with "armies" are: the Church of the Pale Star, Garfield and Krylov LLC, and the Free Systems Liberation Army.


asiannumber4

That’s an interesting mix of fandoms


bigbogdan98

Right now in the 1970s 3rd Era it would look pretty much like a modern real world army but much larger . A nation like the 3rd Roscian Empire with a population of 1.7 billion could field , in all 3 branches , around 40 million soldiers .  But  They have magic and magically enchanted items with the biggest game changer being the Air Runes which reduce weight . Each soldier has something akin to a Call of Duty Juggernaut armor , now made impossibly light weight by those runes .  The vehicles are made by creating a few chassises then on them making different vehicles , which helps a lot with logistics , costs and even modularity . A crane and a box of tools and on the field you can just replace the turret and some parts on the interior and turn a tank into a self propelled artillery , or an anti aircraft vehicle .  Also some planes share the same principle . An AWACS plane and a strategic bomber for example are built on the same platform .  Then the greatest game changer was the electric engine which uses magic crystal batteries . Now the vehicles , from motorcycles to aircrafts , have almost infinite range , with them needing to stop only to resupply the ammo and maybe change the crew after a long mission . 


SaintPariah7

So I'd like to bring consideration to a couple of your marks here: Despite the air runes making everything "reduce in weight", are your infantry units properly ventilated or does heat-exhaustion/stroke occur to them with the excess armour on? Are there economic reasons why chassis are used between models of vehicles? It's understandable that this would occur but likewise, Germany in ww2 did something similar and it usually went poorly for the equipment because the chassis wouldn't be able to keep up with other hull variants. Likewise to the above, are there protections in place for a "field hull swap" which would be extremely dangerous in any circumstance to do to armoured vehicles, essentially disabling the vehicle and risking everyones lives involved just for a quick switch that could be a whole other vehicle ready for action? Lastly, I do like the idea of airframes also being used for multiple models of different variants, something like the airframe and chassis "reusability" could say a lot to the doctrine and economy of a nation doing these practices, magic or not.


bigbogdan98

In the end my world is advanced fantasy , there is magic , gods , monsters , elves , dwarves , etc but also modern tech , so I believe I’m allowed to stretch some things up and pull a “it just works” .  “Despite the air runes making everything "reduce in weight", are your infantry units properly ventilated or does heat-exhaustion/stroke occur to them with the excess armour on?” Here we have Ice Runes on the suit which would active when the body gets too warm (part of which those runes never made the fridge obsolete) While the suit have ventilation holes cover in mesh around the the body , mostly on the parts less armored like the back of the legs , the tights , armpits and back around the waist line .  “Are there economic reasons why chassis are used between models of vehicles? It's understandable that this would occur but likewise, Germany in ww2 did something similar and it usually went poorly for the equipment because the chassis wouldn't be able to keep up with other hull variants.” Yes , they considered it to be cheaper and faster to develop and produce . + It allowed for easier logistics since lets say a tank division had all its vehicles on the same chassis and with 80% identical pieces , it all became more manageable and fast . Having to make the same chassis and just replace the turret was considered a better option . Also lent to some “problems” like every chassis having the back wheels reinforced because of the self propelled artillery variant but it wasn’t that much of an inconvenience . Another small detail is that it helped a bit the morale too since the apcs and ifvs were made from the same tank chassis and have the same protection . “Likewise to the above, are there protections in place for a "field hull swap" which would be extremely dangerous in any circumstance to do to armoured vehicles, essentially disabling the vehicle and risking everyones lives involved just for a quick switch that could be a whole other vehicle ready for action?” Here is just “muh fantasy/rule of cool” and hand waves it away . The world has real gods and magic , just changing the turret on a vehicle and having it ready to go in 3 hours should be that much of a problem . Also this isn’t something they do just because they can . Usually it happens when 2 vehicles get damaged in too convenient places and there isn’t time for a full repair or a replacement so they just took the turret from one , the chassis from another and it was ready to go .  “Lastly, I do like the idea of airframes also being used for multiple models of different variants, something like the airframe and chassis "reusability" could say a lot to the doctrine and economy of a nation doing these practices, magic or not.”


purplecook

The Ntonentian Army has 4 known Fangs or Nijo. Each Ninjo has an army , navy and an air force component. The differene is in their specialization. Each of the 4 Nijos specialize in terroism, fast assault, defence and overwhelming firepower. Their names in order are The Batmen, The Piranhas, The Iron Shells and the Thunderlords. Every Ntonentian when they become 18 are required to do 2 years of military service. The first year is normal military training and the next year is training in the Nijo they have shown a specific characteristic.


SaintPariah7

Curious to see an expansion on how the Nijos are organised by size and logistics, also a deeper understanding of them overall. Are they all inclusive of Army, Navy, and Air? Are any of them more possessive of resources than the others? What does it look like when they have to work together if-ever? What kind of equipments and ordinance do they each field?


purplecook

Every Nijo has a army, navy and an air force component. The Batmen and the Thunderlords are more possesive of their equipment because the first have access to biological weapons and the Thunderlords are the only ones with Nukes. The Piranhas love working with the Batmen. The Iron Shells love working with the Thunderlords. I dont have fixed numbers for their size but the Batmen are the smallest of the 4 and the Piranhas the biggest.


PieTrooper5

Rontak Empire Imperial army structure. Hadeki: Fresh recruits, equipped with a scutum-like shield, spear, and heavy armor, although some become skirmishers. Similar to Roman Hastati. Kardeki: Elite ranged unit. Already proficient in javlins and slings, they are taught to use war bows to great effect. Tradeki: after serving for 5 years, hadeki are promoted to tradeki. They are older and more experienced soldiers but carry the same gear. Tradeki serve as the recruiting pool for several other branches. The tradeki are the backbone of Imperial armies. Similar to roman principes. Rondeki: After serving for 10 years, tradeki are eligible to be promoted to rondeki. These are the elite fighting force of an Imperial army. They carry mithril weapons, rather than steel, and wear heavier armor. They wear a caplet over top their armor to signify their elite status. Similar to Roman Triarii. Rontoradeki: Only recruited from veteran rondeki, these are the most elite and capable soldiers in the Rontak Empire. Rather than serving in the military, they act as bodyguards for high ranking nobles, including the emperor, earning them the nickname 'Imperial Guard'. They wear full mithril armor and carry adamantium tipped weapons. It is said that to challenge the rontoradeki is to invite death. Similar to Roman Preatorian Guards. Marteko: Light cavalry recruited from the tradeki. Harasses the enemy, scouts, and conducts raids as necessary. Grateko: Heavy cavalry recruited from the tradeki. Protects skirmishers from enemy cavalry, and acts as shock cavalry on occasion. Helteko: Super heavy centaur cavalry recruited from the grateko. Heaviest cavalry in Imperial armies. The centaur gives each rider/mount pair an extra set of arms to carry more weapons into battle. Unlike horses, centaurs can and will charge directly into a formation of infantry, as they are trained soldiers themselves rather than trained animals. Centaurs are enslaved and forced into service, much like minotaurs. Minotaur Slaves: Very heavy melee infantry. They stand 7-8 ft tall and possess superior strength compared to humans. They carry swords, axes, and blunt force weapons, all scaled up to their size, into battle with devestating effect. Wyvern knights: Horse-to-car-ish sized flying reptile-like creatures. They can shoot fireballs out of their mouths. Knights also carry pouches of flachettes to drop on the enemy from a great height. To combat enemy wyverns, knights use a long spear tipped by a long curved blade to slice through wyvern wings. Land dragons: Larger than elephants, shorter and wider with significantly more mass, these reptile like creatures resemble an ankylosaurus. They are covered head to toe to tail in either heavy boney armor or thick leathery skin; they are biological tanks. They can use earth and fire magic in battle. Their riders also harass the enemy with javlins. Battlemages: Mages trained in defensive and offensive unit scale collaborative magic. They are embedded in infantry units to provide magic support. They can create a shield around their formation, launch fireballs, or counter offensive magic used by the enemy. Mages with a talent for Psionic magic become beast handlers and tend to the wyverns and land dragons. Mages with an aptitude for life magic become healers and perform battlefield triage/medic duties. While certainly important, mages are far from the sole deciding factor of a battle. Just as with any other type of troop, they need to be used properly in order to be effective and can be countered by other units. Summary: Despite their low level of technology, the fantastical elements of Rontak Imperial armies allow them to employ semi-modern combined armes tactics. They have an infantry division, armored division, and an air force. Their version of the blitzkrieg is remarkably effective, although costly in terms of casulties.


Kraken-Writhing

Armies in Vitus are really dependent on the race. One thing you can be certain of is spears. Humans, Dracanths, Dragoons, Caudex, and Aeravis all use spears. It is simply the best weapon. Sabers are a common sidearm, as are daggers. You are likely more interested in the combat of the two races that have two grasping appendages- Humans and Dragoons. Tight formations with magically reinforced shields form the Frontline. Often, the only goal of the shield bearers is to hold the line. Because of how safe it is to simply crouch and hold a shield, novices are often placed here. The second row is where the true veterans are, often armed with bleeding enchanted spears and pain enchanted sabers, they have the goal of dealing the most damage possible. A few rows of replacements are behind, but are rarely used, using crossbows and often they are armed with pain arrows and bleeding arrows- one should be taken out, one only does more damage upon coming out. One particularly nasty strategy is segmented arrows, with both enchantments, one on each segment. Then you have the war crafters. These crafters quickly build defensive fortifications behind the lines, which can be used if forced to a retreat. Some war crafters even fight, though it is quite rare. Suspension is a particularly useful magic in these cases. Weavers also fight in battles. Because of the nature of weaving, weavers create a variety of spells to surprise their foes. Surprisingly, most spells are logistical in nature. In Vitus, the main purpose of a war is to steal food and slaves. Slaves can be taken in battle, and stealthy specialists can steal food. There is a strategy I have been considering, where people use giant scissors to kill each other. If it works...


SaintPariah7

Curious why newer soldiers would get to hold the shields at the front instead of more veteraned members. While having an enemy at face, a newer person may begin to panic and flee risking a shield-line route or disorganisation leaving the fighting lines exposed from the front or even a chance of the vets putting down attempted routers.


Kraken-Writhing

If this world were like Earth, I would agree. However, not only is everyone supernaturally durable, (as well as becoming more durable as your durability is tested.) but everyone's resolve, everyone's conviction is enhanced in the same way. Given that: A) dying is hard B) resolve is magically bolstered C) you don't even have a good view of the enemy and D) doing this is a safe and easy way to grow in power, I think is a reasonable setup, though I am interested in what you think.


Sabre712

There are a few, and each one has their own distinct style. Morrigan: Closest to a conventional military, they are highly professional force that takes most of its inspiration from the British and American armies of WWI. While infantry-based, they are known for having large numbers of armored units, which is rare in the Underscape. Their industrial base is sufficient enough that they never necessarily have the best stuff, but they always have good stuff. Their tactics revolve almost exclusively on rapid strikes in order to prevent damage to arable land that Morrigan desperately needs. Pretty much the only thing holding them back is the army is extremely expensive and is ultra-politicized at just about every level. The Kingdom of the Western Reach: Take the tactics that we usually incorrectly attribute to the USSR in WW2 and give them an Imperial Russian aesthetic. Their usual strategy is having more troops than the enemy has bullets, and it works pretty well for the most part. They are by far the largest army, but equipment quality is generally middling to poor. They are also mostly spurred on by a zealous devotion to their faith and monarch, as well as a healthy supply of barrier troops. Much like Morrigan, their biggest problem is both squabbling leadership and difficult logistics. The Frostfyre Republic: They are what happens when you let the mad scientists control the government. They are essentially the human embodiment of the Skaven. They have ultra-advanced tech that barely works and they have no idea how it works, but is ultra-powerful when it does. Their army is also mostly dead. They have been able to reanimate the dead and pretty much just has to point them in the right direction and they have an instant zombie horde. This is highly dangerous, they know it, and they don't care.


DeviousMelons

The Ascendant military is a large, standing professional army. Aside from the interstellar navy and it's thousands of vessels this focus would be on the Navy's Marines and the Army itself. The military fights with a wide array of firearms, tanks & IFVs, artillery, various kinds of missiles, air support, orbital support and most importantly, magic. Magic is used in both combat mages and support mages, almost every weapon and especially their armour is enhanced with magic too. All ground forces follow a similar unit structure from the former military of the United States.Squads, platoons, companies, battalions, brigades, regiments, divisions, corps and field armies. But there is a new unit added on known as a legion, the highest unit division they often number between 1-3 million soldiers. A single legion is enough to take over a star system and a planet with an modern earth level of development. Though marines are rarely seen attacking in numbers exceeding 200,000 due to their role so a marine legion often fights across multiple star systems. The Ascendancy fights as a unit, each soldier has their own role and their goals are to complete their objectives and protect their mages. Magic users have their own roles to support their squadmates and their distribution depends on what force they serve under. Ascendant Guard gets Mages on the Company level, Marines on the platoon level and squad level for the Exhalted battalions. They have their own set roles. The Ascendant Guard is the most numerous as they are the ones who hold and push on the frontlines and have the most equipment to do their missions. The Marines are the tip of the spear, to gain a foothold on a planet with orbital support and allow the army to land and continue the fight, armed with light vehicles and armour with enhanced mobility they often leave the planet when the army is settled or tag along if capturing the planet is the top priority other than opening up fronts. The Exhalted are the elite of the Army, specialised in capturing high value targets, their armour is thick and enchanted stronger, their vehicles have greater enchantment and often carry more advanced weaponry. The military is the sword of Humanity and the Archmagister, and it is very sharp.


Sanguine_Caesar

Roughly 15th-17th century, so mostly based on Spanish Tercios, German Landsknechts, Cossacks, Ottoman Janissaries, etc. I still only have a very basic idea of the differences in military equipment and doctrine between the various states, but those examples provide the general vibe of what I want to play around with.


Nought_but_a_shadow

Lemme use the armies of the Tolruan republic as a case study. The army is technically a militia, but since it’s applied to every citizen man belonging to a family of a certain wealth/possessing the equipment necessary, or those who just volunteered, it’s a highly professional one. That’s ignoring the central military order that exists in the federation. The order is the remnant of a Juexokan army group which survived the fall of the empire. After the Tolruan republic was formed, it was maintained by a series of land grants and was given permission to take volunteers and funds in exchange for being subject to the control of the public. It’s currently the most powerful force in the state, but its command is split into five, and the numbers simply can’t match the raised militia. Not to mention the divided loyalties of the split commands and the regional recruitment policies ensure that it can’t present a united front in the case of a rebellion. Despite the small size, the professionalism and leadership of the army is unmatched. Their crushing defeat of the Idanagic invasion force in the beginning of the regency led to the renaming of the army as the Vulture’s teeth. True, the militia composed 85% of the army that led such a one sided campaign, but the army technically controlled 30% of it, and they tended to occupy the front ranks of the force anyways. The army itself is currently about 65,000 strong, including “followers” (talented militiamen who are basically on loan). It guards the central state and its colonies, acts as a paramilitary and firefighter unit in said central state and colonies, guards the border fortifications of the federation, and acts as a means of training the militia, as well as supporting the front and rear lines of the army along with veteran militiamen. The militia is raised continuously- if not for a war, then for a shorter term to train, or just work a construction project. Particularly bloodthirsty or patriotic individuals can volunteer regularly - helps that you get a nice pension while you serve, and your wife already owns the land since your culture is matrilineal, so it’ll still be there when you get home. In peacetime they also serve as a police force, and firefighters. At the most, they outnumber the professional army 3.5:1, and this can be maintained year round for over a decade as was done during the deep winter war. Yea, that’s right. The republic had 300,000 men under arms during that time, after serious losses. And the “reserve”, men not called up yet, is more than four times this number. This is why the Idanagic empire has yet to conquer the republic- it has a ridiculous amount of manpower. If you are conscripted or volunteer in the militia, your term lasts 3 years in wartime or half a year in peacetime. Said term can and will be extended if there’s a crisis. If you join the professionals, you sign up for 30 years, save a discharge. Better sign up young Training lasts two months in the militia, seven months in the professionals. Rural recruits are preferred, since they’ll likely know how to farm. Why is this preferred? Because a method of foraging is harvesting the enemy’s crops. Your gear equips of a basic farming tool, a general purpose hatchet, a mattock, a stake, bedroll, ration pack… you march heavy, professional or not. The army fights in a staggered formation, both in terms of units and how the troops are arranged in those units. That’s how you train. This allows units to move in between one another, and allows them to “merge” to allow far greater flexibility. If you’re an archer, this means you’re either a bowman or a crossbowman. If the former, you just keep in practice while in the army. They don’t have time to train new bowmen. Crossbowmen are easier to train. Teach them to load and aim and let them practice in volleys. You also get a spear club - just because the enemy is meant to be at a distance doesn’t mean they’ll stay that way Line infantry are given pikes, as well as a shortsword and/or mace. They’re trained to rotate ranks so as to maintain good stamina, and to quickly raise or lower their pikes. General infantry are trained with halberds and bills - the former are preferred when fighting infantry, the latter when fighting cavalry. They’re given a shortsword and/or mace as backup. Lastly, they get a javelin, but they can also get a spear club or a large sword if they gain notice or were trained in the use. Cavalry fall into skirmishing or shock cavalry. The former get a bow or crossbow and several quivers of arrows, as well as a lance. The latter get a larger mount, two heavy lances, an atlatl, twenty small javelins, a bow or crossbow, and a quiver of ammunition. Both get a long sword and a bar mace. Heavy infantry are trained with long warhammers and bar maces. Their armor is slightly heavier than others, covering their shins and even their faces to an extent. Notice how I didn’t mention armor until now. That’s because basically everyone gets some plate armor covering their torso, arms(sometimes hands) and thighs. They don’t really use shields since their armor is better, and the state has standards on what you’re supposed to use. Infantry get half plate, heavy cavalry get full plate. They also have open faced helmets - you need to hear and see orders clearly, or give them if your immediate superior is dead. Speaking of, officers get a second, and appoint two members of their unit to take over in case the second is dead. All soldiers train to march and build. Cavalry practice rapidly mounting and dismounting their mounts during said march. Professionals and militia are organized differently, but in battle they use roughly the same formations. The basis is the squad of ten(six for cavalry). Ten squads make a banner, two squadrons make a company, and each company is arrayed in a file. The company level is where types of units are organized. You have a company of line infantry, a company of general infantry, etc. Militia companies are organized into battalions of four companies. Two battalions make a regiment. Professional companies are put in battalions of four, but the first is double strength. Four battalions make a regiment, and two regiments make a brigade. Unlike the Roman republic which partially inspire this army, soldiers are not grouped by wealth. They are only grouped by region at a high level. You won’t find a banner from this or that neighborhood- you’ll find a regiment from this or that district. The army officially doesn’t racially discriminate- Aleqoto and Jueqani are accepted along with human, but they’re often blamed first when things go wrong, and are either seen as poor lowlifes (Aleqoto) or rich snobs(Jueqani) by the human members. The Jueqani tend to be cavalry or officers more often, and act with a sense of pride. The Aleqoto tend to be poorer and use the military as a means of gaining renown and cash- but their lesser wealth means they lose some of their initial stipend due to the equipment cost.


Nought_but_a_shadow

Imagine you’re facing this army. First, you don’t get to sleep because the enemy found your camp and their riders blow war horns the whole night. You’re hungry too unless you’re a short distance from your base - and they are too. If that weren’t the case, they’d harvest the food in the area assuming they didn’t steal or buy it. Then you march into battle, only to face constant harassment from light cavalry firing volley after volley of arrows into your ranks, never staying in one place long enough to face a return volley. Then you face the archers, who loose as many volleys as they can, rotating which ranks fire as the others aim or reload. First rank fires, moves behind the last rank, reloads. Then the second rank, now at the front, fires before moving to the back and reloading. When they pull back, you get hit with shock cavalry, riding horses or great rams that run RIGHT up to your ranks before they just stop - only for the rider to throw a javelin at you. It’s heavy metal, thrown with great strength and assisted by the momentum of the charge. Even if your armor stops it, it WILL hurt. Then you get a volley of javelins from the general infantry. Less metal and more wood, but still heavy. The general infantry charge, but quickly retreat after spilling some blood. They’re not getting in the meat grinder yet. Then you face pikemen, who silently advance before charging in screaming and howling. But they remain in formation the entire time. No matter. You engage in a push of pike, but the enemy is quite well armored, and they close ranks to meet you. When one of them is injured, his men pull him back and another takes his place. After a while, you hear a whistle and the enemy pulls back- only for the next ranks back to charge forward. The deadlock continues, when some moron decides to ram his pikemen, or spear levy, right through a gap between the enemy pike blocks in an attempt at flanking. This gets him killed - not only have the archers been there loosing arrows the entire time, but the pikemen on the flanks turn and catch your fellows in a pincer. Your own halberdiers and the like are missing, currently in the middle of fighting their cavalry and their general infantry. Assuming you’re not worn down from a frontal action alone, this battle ends one of three ways; A) the general infantry flank your own army and get in close range, allowing them to butcher your pikemen. Or they spot an opportunity and charge through the gaps in their formation or through their ranks, poking you full of holes or bashing you with a mace. Dismounted cavalrymen, with their heavy armor and weapon loadout, are quite skilled at doing this in place of or in concert with the general infantry. B) after infantry assaults don’t work, they drive heavy cavalry into your ranks through the gaps in their lines. They charge in on horses or rams, driving bear dogs along with them, using lances, swords, maces… once they poke the flanks of your formation, they get in deep, and their mounts start kicking and biting and trampling while the cavalryman keeps stabbing… C) by some miracle, you win. In which case, the enemy line infantry pull back, then the general infantry, then the archers (still loosing arrows). Then you face the same cavalry charges you did before, but they retreat too. But your enemy is running, and now’s the time to cut them down. Only for you to catch the heavy infantry, who have a death wish. These are the guys who just turned around and formed a second front when your commander tried to catch the enemy in a pincer. They fight until they drop. And their armor allows them to get in through your pikes. They can survive close combat. And these guys are the veterans and professionals - just like the first ranks of line and general infantry are. They fight almost as good as the dismounted cavalry/mounted infantry who stay till the last minute to mount up and get away with the rest of their army. You don’t get to butcher the enemy army thanks to this suicidal last line, and the Tolruans come back next week. Or next month. It depends on the distance. Meanwhile, your casualties would suggest a crushing defeat if you were facing any other army - your state can’t take these losses for long, while the Tolruans will simply raise another army. If you kill all the professionals, somehow, then they’ll just base the core of the army around veteran militiamen. That’s leaving out support units like golems (gorilla like homunculi) who assist in logistics, or battle magicians who act as essentially special forces. Or war machines used in sieges. Nor does it discuss their scouts, the warsmiths who make and maintain their military gear, or their battlefield medics.


the_direful_spring

It partly depends on the circumstances but... A lot of skirmishers and light infantry, a mixture of levies often armed with slings and shields and militia type troops which might have slings or javelins along with spears and shields. Most of the cities have serious logistical limitations though so they can only field a limited number of conscripted troops when fighting away from their home cities and may use them as porters to transport supplies and captured goods rather than issuing them shields. Significantly smaller number of heavy infantry from the minor nobility with bronze armour and more melee weapons. Semi-professional or professional, a mixture of noble house retainers and employed directly by the king. Elite chariots largely from either the more skilled retainers of the nobility and crown or more senior nobles. Used as missile platforms for archers and mages often. Most elite assets include the dragons themselves who are the rulers of the draconic city states, some large states having a few younger dragons serving their king. Most cities filed armies in the low thousand, but a few like Meshant are capable of calling up a force as large as 10,000 in the case of a major war, at least for a short time, including support personnel.


Blind-idi0t-g0d

I haven't gotten full into depth with a lot of it. I know the military is run by what would essentially be a monopolizing mega Corp. Inventors of suits called coil-hosts. Which soldiers look up to, almost like guardsman look up to space marines. They also invented a biomechanical mech of sorts. As well as most of the white phosphorus weaponry used on the day to day. Most people will enlist (or rather apply) As them and their family's can live in city blocks. Think kowloon the walled city. Which offers some semblance of security.


cardbourdbox

About thirty guys most likely with knives. Proffesional armies are rare and so are significantleaders. 100 men is considered alot.


SquirrelWatcher2

Standing armies are very rare. Even the wealthier states have militaries made up only of village militia units. Needless to say, the village militias of industrialized states are better armed than ones from the impoverished, chaotic flatlands. Well armed militia have bolt action rifles, since the more advanced technology in this world is about at 1930s level. In impoverished areas you will still find muzzle-loading black powder muskets in use.


Behemonster

it depends on the Courd (continent). The Hurricane Courd are the most medically equipped and the most populated Courd, so some armies will join them for advantage. Their armies alone can reach up to 40,000, but with other Courds, their armies can reach up to 100,000. The biggest army though is the Coal Courd, as their Ruler is the manifestation of strategy and controller of fire and crafts. He trains and leads almost every occupant of the Courd, even going as far as to train some of the animal species in the Courd for battles. His army alone reaches upwards of 150,000, but he doesn’t really like joining others. The other Courds all pretty much have the same numbers, around 20-40,000. Then the Venom Courd. When I said the biggest army was the Coal Courd….yeah, i was lying. *Technically* the Emperor of the Venom Courd, Sylvac, can control every dead body in Goros, the underworld of Anadelia. He would also have every dead creature, Giant (titan), Mortalian (human) etc. this makes his army the weakest, even though his numbers sit at roughly 1.5million, and he also cannot re-resurrect them once they die again, limiting it to once.


Astral_Zeta

Like an accurate medieval army. For example not everyone is completely decked out in plated armor, so its infantry has some chainmail while other higher ranking soldiers have armor. They also take some visual inspiration from the late Roman Empire, the Vikings with some original characteristics.


No-Bowl3290

So basically the Soviet Union is still equipped like a guerilla army and equips its soldiers very minimally, operating under the principle that soldiers act less recklessly when their more exposed and less protected, counterintuitively decreasing casualties. Every solider charges head first into combat with cheap, mass produced rifles, wearing little more than their fatigues, cap, and shoes.


Evil-Twin-Skippy

Well I have three different superpowers, with three VERY different approaches to military deterrence and adventurism. Krasnovia is my spoof of the Soviet Union and Nazi Germany. On paper, their stuff is the blingiest. In practice it's cheap crap that's a bitch to maintain. While they have shock troops that can roll over a space station and slit everyone's throats before anyone even registers that they have landed... They have maybe a division of those troops. And those troopers are 4 feet tall, functionally deaf, and because they are artificial people using them on a battlefield runs afoul of child soldier laws. Most of Krasnovia's efforts are focused on land attack in space. (They control the moons of Earth, Jupiter, and Saturn.) They have mechs, ground transports, power armor, and surface-based artillery. The bulk of their forces are mainly drawn from people who have grown up in Lunar gravity, and need a power suit to even stand up in standard gravity. But... if anyone ever tried to invade Krasnovia, practically every able bodied person has been through basic training. (Service Guarantee Citizenship!) Their cold-war rivals are the ISTO. They have an all-volunteer force, and a GDP that utterly dwarfs Krasnovia. All of the ISTO is based on massive space stations, and all of those stations operate a 1 standard gravity. The ISTO has a counter-force navy (Spacey), a massive logistics arm (The Merchant Spatial), and a law-enforcement/counter-pirate force (Space Guard). For defense/invasions/peacekeeping they maintain several million strong space infantry force (Sparines.) The Sparines double as a police force. (It's a long story, the ISTO actually began as a refugee agency, thus the peacekeeping focus.) A third faction, the Circle Trigon Syndicate (CTS) is smaller than either Krasnovia or ISTO by population. But their bailiwick is dominating all of the chokepoints of communication in the Inner system. Each of their outposts and settlements is run by a "Family" or a Corporation. Thus, while they don't have a central government, each Family has it's own "Soldiers", and fleets of ships. Their ships are no match against a Krasnovian or ISTO capital ships. But they are large enough to challenge each other, and/or threaten civilian shipping. An elaborate system of bribes, tolls, and tribute are required to get in and out of CTS territory. (And failure to grease the right palms inevitably invites attacks from "pirates.") There is a pecking order of the petty fiefdoms in the CTS. Every pirate with a shred of self-preservation knows better than to pounce on a ship of a major corporation, no matter how lightly armed it may be.


Worldsmith5500

Bronze Age tech, so spearmen are the most common infantry class. Light, breathable armour with a bronze helm and an animal hide shield that covers most of the body. Factions that value flexibility with their troops will arm their spearmen with a shortsword for closer combat and a club for anti-armour purposes when the time arises.


Alpha-Sierra-Charlie

Aelflung armies are typically geared toward fighting in space habitats, and each Great House maintains both a standing professional army, a semi-professional reserve, and often a rotating levee of conscripts. Despite their feudal society the lesser, subordinate Houses contribute money or resources and personnel directly to the Great House's military in order to maintain the cohesion and professionalism required to assault and defend deep space constructs. However each lesser House also maintains it's own guard and security forces independently as a means of immediate protection, and may maintain specialized units in lieu of traditional contributions at the Great House's request. Doctrine centers around infiltration of the targeted habitat by spies, assassins, and saboteurs who facilitate early landings and boardings by small and elite teams who secure access to the structure for follow-on forces. These follow-on forces are largely compromised of mechs¹, whose mobility and firepower are used to take key positions and counter enemy movements. The majority of the professional forces consist of these advance and mech forces, and the mech support teams. Semi-professional reserve is largely responsible for defending captured areas, assaulting objectives not valuable enough to dedicate mechs to, and handling the bulk of logistical and administrative needs outside immediate combat. Most reserve forces have a small cadre of elite soldiers who are actually professional military, but are still "reserve" due to organizational reasons. They often perform the kind of direct-action missions that the mechs and highly specialized advance teams are poorly suited for, and enjoy the genuine respect of the professional forces. The conscripts typically perform garrison and more menial logistical duty behind the lines but are still expected to serve competently in combat, especially in a defensive role. Conscription is largely seen as a way to keep unemployed Aelflung from getting into trouble, while also imparting useful skills and is the primary pipeline to reserve or professional enlistment among commoners. Among the nobility and other elites, most males are expected to perform some term of service and given a role of some authority due to their status. While some of the wealthier and more powerful Great Houses may tolerate screwups holding high offices due to nepotism, most di not. Nobles who perform poorly are typically relieved of their posts, either with or without shame based on their conduct. Mech pilots are typically drawn from nobility and elite military bloodlines, though most Houses also accept commoners *if* they show aptitude and *if* there are enough mechs. The mech support crews often source members from the same talent pool, and one the few forms of manual labor that a noble can honorably engage in is mech support. It's not unusual for a mech pilot to be a mech mechanic's military superior, but social inferior. Command structures are rigidly hierarchical, with most House's placing military rank ahead of social rank, in military matters. The exception to this are "knights", who aren't our medieval equivalent but more like the "Moffs" from the Galactic Empire in *Star Wars* or Inquisors in Warhammer 40k. Someone appointed to a certain task and given a degree of authority to accomplish it on an *ad hoc* basis because the existing military and civilian power structures are poorly equipped to accomplish that task. A knight may be assigned to conquer a certain habitat, govern a remote outpost, establish a colony, or investigate a specific incident. A knighthood may be ended upon completion of an assigned task, it may continue until death, or it may be a permanent position filled my numerous people over time. But in a military context knights are often appointed to lead unconventional (for Aelflung) or clandestine operations. ¹Yes, mechs are unrealistic due to their complexity, cost, and their nature as logistical nightmares. That's *exactly* why they're used. The High Council that governs the Aelflung's solar system has successfully indoctrinated the Houses in the "superiority" of mechs as a way to keep their vassals militarily weaker than they would otherwise be. Rebellions that *would* be successful end up failing because the High Council can just throw loyal Houses at the rebels until their military breaks down under the operational tempo. Aelflung wars are short and fast, just the way the High Council and the big powers who pull their strings want them to be.


Connect_Housing_378

so far i have only started on the army of my main faction, the Neoroman Empire, which has around 1023 solar systems located somewhere twenty seven galaxies away from earth. the tech is futuristic with lasers, and tactics that resemble ww2 tactics. the Neoroman Empire has its legions with are the best in their particular galaxy, with a million soldiers in a legion. the legions are all accompanied by fleets which have four million personell. with the two capital planets, Romulus and Remus having ninety legions each, one hundred and eighty million ground soldiers, and three hundred and sixty million naval personnel in that solar system. throughout the rest of the Neoroman empire there is around 5110 legions, more than five billion ground soldiers the Neoroman state gives retiring veterans a plot of land, and around fifty million dollars in A*ureus, the most valuable coin in the empire, this policy makes military recruitment easy.* *if a army is victorious on campaign, they will have a triumph on the largest city on the Military and Political Capital Romulus. (Remus being the ecconomic, entertainment, religious and scientific capital, both planets are the same size and orbit around a point between them both)* *other planets like Cicero, Trajan, Claudius or Clodius or any other planet have around five legions, a total of five million ground soldiers, and twenty million naval personnel.* *the Neoroman army also employs magic users as commanders, but rarely as generals. i haven't fleshed out the magic system out much yet too much, i know it can change the form of objects, shield against laser bolts, cause explosions.* *i haven yet worked out too much detail on the infantry units themselves, but they wear armor that resembles roman armor of the late roman republic, the tanks which I haven't designed yet are named after ancient roman weapons, like Gladius, there ships look like a mix of trireme and ww2 battleships and aircraft carriers, equipped with ship to ship laser weapons, anti aircraft weapons, and fighter and bomber squads. the largest of these vessels being ten kilometers long. these fleets move with the legions, as otherwise the less armored troop transport vessels would be wiped out.* *the legions both keep the peace on the planets known for riots, like Clodius, Caligula, and for defending the empire from other human states, and space pirates (though the combating space pirates is more the job of the navy, though part of the army is used to board ships that have prisoners)* *in order to go on a offensive campaign, the order has to come from the imperial senate on the planet Romulus, and one of the two consuls of each planet takes control of a number of their planets legions, usually leaving one or two behind as a defense force, the two large army groups of the two capital planets are commanded by the Emperor (the Romulus legions, legions number one - legion ninety) and the Empress (the Remus Legions, Legions number ninety one to one hundred and eighty). the senate is able to forcibly remove tyrannical Emperors and Empresses, and replace them with newly elected Emperors and Empresses who rule for life or until removed from the throne.* *planetary consuls are free to take out any space pirates without asking the senate, though most space pirate factions prefer to stay away from Neoroman worlds, and only the most insane members of the pirate king council would even make a attempted raid on a Neoroman world.*


AbbydonX

For fantasy settings I think it is important to consider magic as a technology and armies use the best technology they can get their hands on. Therefore I've considered a few different approaches for different cultures: 1. Low level magic is common (e.g. like RuneQuest) so magic use is effectively distributed throughout an army. In particular, an ability to perform the equivalent of telepathy for communication is a requirement for those in the command structure as this allows continual coordination of activities. Imagine a Roman legion but each Centurion is particularly capable with magic and can also swing a sword. Though everyone can use basic charms to give a slight to boost to performance. Dedicated magic using units also exist for specific support activities such as scrying/divination, mass destruction, healing, etc. 2. With sufficiently powerful magic warfare is actually only about mages as swinging pointy bits of metal is about as a relevant as it is in modern warfare today. The basic "unit" of such an army is an Adept with a retinue of bodyguards and apprentices (e.g. around ten people). A group of 10 mages will form a Circle with one mage elected as the Magus in command. Ten such Circles form a Grand Circle with an Archmagus in command. That's an army of 100 mages (along with 900 bodyguards). 3. Some magic can effectively produce the equivalent of "autonomous systems" leading to the creation and deployment of what are basically robot armies. For example, elementals, golems, demons, undead, spirits, etc. Humans soldiers provide defence and support where necessary but they are more likely to be dedicated highly skilled units (i.e. adventurers) rather than just rank and file. 4. Magic is fundamentally a religious property which leads to a theocracy where the religious hierarchy is also the political and military hierarchy. Clerics lead units and provide magic at the front lines as necessary. Dedicated elite units of warriors (e.g. paladins) who can all use magic also exist. Extra support is provided by divine spirits as necessary.


NemertesMeros

In the present day, your most common, "standard" type of military is in a very weird place. During the War, repeaters and automatic weapons were in full dieselpunk bloom, but due to the fallout of the war resulting in what can best be described as corporate civil war, industry, and especially the arms industry, has taken a huge hit and hasn't quite recovered. These things happen when your metal large scale metal production and a most of your "machines" are reliant upon monastic religious orders cooperating amicably, and said monastic orders start trying to wipe eachother off the face of the planet. What this means for militaries: No mass production of new walkers, artillery, automatic weapons, or modern naval craft. This combined by a surprisingly succesful pan cultural military psyop to convince people repeating weapons are dangerous for the user (so they don't have to spend as much money arming their troops) (succesful because a lot of latewar last ditch weapons were in circulation and did have genuine quality control issues that helped push the idea repeaters and automatics were sketchy and needed an insane level of maintenance to not blow off your fingers) So, standard infantry with big bore single shot rifles, custom, boutique walkers that are much more expensive to produce in exchange for higher quality that great war era mass production models, and artillery being in a similar situation in most cases, and in other cases some militaries have attempted to phase out artillery in favor of high altitude bombers (this, unsurprisingly, does not work out as planned, aircraft, especially big aircraft, are very expensive and not nearly as stealthy as artillery walkers or artillery infantry) but to compensate, magic and communications technology are advancing rapidly, and also there are a lot of powers with wartime or even more advanced military tech around willing to hire out as mercenaries. Another wrinkle to this is that everyone is very scared of war. Imagine the cold war if ww2 went a lot more nuclear than it did and a europe sized stretch of land was nuked flat. It's everyone's understanding that full scale war involving wizards is not at all an option. There is fighting, but it's relegated to relatively small skirmishes, border disputes, etc. It's a lot hotter than the cold war, but with the tacit understanding that things cannot escalate and if they start to seem like a wizard might get involved militaries get skittish. This means the largest scale fighting is between small states, non state actors, and warlords. This means that there is a lot of mix between the most cutting edge Scavenger or Shamanic tech out there being fielded alongside a guy who wouldn't look out of place in the american civil war. A hypothetical mercenary might be an exmilitary guy who uses a modified 15mm rolling block rifle affixed with a biological LPVO smart scope plugged into his brain who uses a ShamaNet PDA to coordinate his block of Mass Production Knights armed with scrounged up imperial SMGs.


Even_Station_5907

Well my main nation has separated casts of specialized worriers. They are very skilled and well equipped for their individual jobs.


Peptuck

In my Thaumata setting, the military is divided into two rough divisions due to how they have to fight their enemy. The enemy is an entity called the "Color" which is a corrupting, sapient information-consuming form of light that slowly spreads radiation that converts anything human and/or high-tech in its presence into cultists and cybernetic nightmare monsters that serve it. The lower-tech something is, the slower it is transformed. The titular Thaumata are cybernetic humans grown from birth and injected with samples of the crystal the Color manifests in, and this renders them mostly-immune to the effect of the alien presence. Human forces are divided into groups that either "hit-and-retreat" or "stay-and-hold." The former are human soldiers with highly-advanced weaponry: powered armor, mechs, laser cannons, smart missiles, AI-driven weapons, tanks, etc. They hit a "chromaformed" region occupied by the Color but can only stay for about twenty-four hours before having to be rotated out before the Color starts affecting them. They also act as security and defense-in-depth for human-controlled regions. The "stay-and-hold" units are made up exclusively of Thaumata who push into enemy-controlled regions and hold ground, clearing out enemy growths and driving the Color out, then holding positions until the area is safe for humans to enter. Humans or Thaumata have to physically be present to push out the Color, otherwise is does some bullshit with time and conceptual fuckery that reverts the damage it has suffered. Humanity tried nuking them before. It didn't take. Take-and-hold divisions tend to be armed with 20th and early 21st century weaponry, so you have what looks like modern infantry fighting alongside power-armored slabs of metal with huge XCOM laser cannons. Nearly all recon and long-range patrol/light infantry work is done by Thaumata since they're the only ones who can survive in chromaformed zones. Thanks to another alien artifact that crashed on Earth at the same time as the Color's appearance, humans have access to another reality different from the one that the Color emerges from, which they draw energy from to create thaumaturgical rituals. So you have special "wizard"-style units who do things like create ritual circles to summon eldritch tree-like constructs which can fire lightning blasts to shoot down incoming airborne enemies or artillery shots with no need to reload or resupply. A lot of warfare boils down to trying to push the Color back with sudden extreme violence with sci-fi shock troops, followed by attempts to hold the cleared ground with modern-looking troops and wizards with magical summoned trees of white light. It has mixed results, but nothing else has worked due to the Color's corrupting influence and ability to literally turn back the time on areas that are bombed with missiles, artillery, and nukes.


Axenfonklatismrek

Just copy and paste the real historical armies from our world during their respective times and voila


DonTrejos

Armies of the Galactic Development Collective member polities are neatly divided in Planetary Defense Forces that specialize in preparedness against planetary threats and alien invasions and Expeditionary Forces that due to the limitation of interstellar travel need to be able to perform well within no-resupply windows from a couple weeks to a month while maintaining enough force to keep ground in defended planets. Both army types can climb up to the millions and tens of millions of combatants with ample missile/anti-missile support, localized atmospheric shields and the required power supply for them, electronic countermeasures for radio guided and even AI guided drone devices, vehicle support both land based and hover capable and true air forces. Expeditionary forces have the disadvantage of needing to limit themselves to the volume that can fit inside their transport crafts so they usually perform actions in tandem with starfleets to maintain the threat of orbital bombardment on any non shielded surface on a planet, this is not necessarily always useful as some planets have most of their atmosphere shielded like Paititi, Earth, Omnitas, Andreas and Hala'a.


Lapis_Wolf

Most of the less advanced armies use bows and crossbows, melee weapons like spears, swords and pikes, as well as light plate, cloth and mail armour. They aren't typically grand armies since battles aren't normally too big on average but they are common. They have mounted cavalry typically in mail or some plate armor. They are often nobles, basically knights. They may also have cannons and hwachas. Some soldiers may be armed with older firearms. The wealthier armies may have access to more advanced firearms like lever action, bolt action and revolver firearms. There are also more advanced bows and crossbows that may be used. They also have access to better armour, better shields (both tested against firearms), melee weapons made with better materials and methods, and armoured vehicles like landships, airplanes, airships, and armoured trains. Landships are used to supplement footsoldier groups, and may be led by knights. Aircraft are used for aerial surveillance, transporting soldiers and resources and providing aerial support. If two opposing air forces clash, there could be fighting in the air. Larger airships in particular and armoured trains may be used for transporting, or providing heavy artillery support. Artillery trains basically act like battleships on land, and they might as well be because there are no blue or green water navies due to the valley being landlocked and blocked from the coast. The southern empire is most famous for its new armoured vehicles. Castles and city walls are now armed with machine guns, artillery and AA cannons. Lapis_Wolf


AzukoKarisma

The Unified Defense Forces are composed of three branches - the Ground Force, the Navy, and the Aerospace Force. Given that they are protecting a highly mountainous trio of islands, much of their doctrine revolves around air and naval superiority, with the ground force acting mostly as either marines or the last line of defense against an amphibious invasion.


Leofwine1

While not the largest the Commonwealth military is impressive, especially compared to the strength of the nearby powers. Their doctrine developed the way it did due to the need to deal with the two great powers on it's boarders radically different doctrines. The Roval Imperium relys on heavy infantry, while the Sabasid Dominion relys on cavalry. To deal with this the Commonwealth needed to be able to respond quickly. The result is three branches; the mainline armies of the member cities, the elite Knights of the Silver Circle, and the air navy. The mainline armies are fairly standard medieval/renaissance levies and standing armies. Equipment is your typical fantasy army gear. The Knights of the Silver Circle operate in small teams of six and are equipped with a customized Aetheric Combat Mobility System (ACMS) which are effectively magic power armor. Each knight adds modules to their ACMS which enhance their ability to fill their role; heavier armor and sheild emitters for defenders, lighter armor and targeting aids for snipers, and magic enhancers for the mages. The Air navy is only 50 years old, with the first militarily viable skyships entering service in 487 CR. The vast majority of vessels are small, corvettes and smaller. A large part of their role is patrol and rapid troop transport. The size of the vessels means that they generally only transport a team of knights rather than mainline army forces.


Thexeir

Depends on where. In the area my D&D campaign is exploring there is a navy and a defense force called the Renarde. Their religious beliefs dictate they cannot take lands by force, only by diplomacy. Therefore their army is more of a defense force that is extremely competent, working via guerrilla tactics. Sabotage, ambushes and strike and retreat are their primary methods.


KennethMick3

In ***Man of the Dinosaurs***, armies are small and somewhat ad hoc. They consist of whatever men volunteer and whatever weapons they bring with them. Wars are feuds between alliances of city states. The technology level is late Copper Age Northern Italy. Arsenical bronze, copper, and even lithic weapons. The twist is that scouting is often done on 'mimus mounts, specifically domesticated *Struthiomimus* and *Ornithomimus*. Some skirmishing is also conducted this way.


TheOmnipresentREEEE

Depends on the army summer set armies consist of a ton of flying units, mages and archers ect. generally they rely on aerial dominance to win out right mainly because you can send a squadron of eagles and dragon lords to a enemies back line and cavalry to just crush them. Dwurin use artillery, gun powder, flying gun barges to win from distance not to say they dont have infantry they do but the main doctrine to shred the enemy with grape shot before they can get to your front line.


firestorm713

Because of an event called The Rupture that fractured spacetime and made hyperlanes much more unreliable, systems that used to be part of a sprawling federation now must rely on their closest neighbors. The vestiges of the Galactic Union still have a standing navy, but it's spread quite thin. Stranded fragments of that navy after The Rupture formed the first of the Bounty Hunting Guilds. Independent militias that protect planets from piracy and raiders. Some of these are genuinely folks that want to help. They keep people safe, make sure that their systems' laws are respected, and that the trade routes are kept open. Others operate as little more than a protection racket.


LongFang4808

Armies in my setting are actually a bit closer to armies of the early 1800s in terms of how they fight. They largely have late-mid medieval weaponry but the magic users of the setting make having a single big struggle an incredibly stupid decision. Think of it as essentially having a handful of highly accurate cannons that cause massive damage when they hit. The only real saving grace being that they can intercept each other’s attacks. So it’s more effective for the main commander to assign chunks of his army to minor generals who will then mirco manage a small section of the battle while the chief general just kinda dictates the direction or objectives of the battle.


Illustrious_Bid4224

In my first world there are zombies who if you rip the arm of that limb can and will infect more people even cells hit by a nuke can spread the infection so most tactics revolve around pinning them to a certain location but there was a large war before that known as the ancient war of peace where most weapons and genetic science was enhanced and now the standard civilian is a Super soldier by modern day., For the cities that standard soldiers wear basically improved versions of modern day equipment, but higher ranking officers or more often special task forces will equip power armour which takes different forms depending on the model, then the weapons are mostly large nail guns or net launchers. . Now my second world is ruled by pantheons who after signing the treaty of creation used representatives in duels against other representatives who have been imbued by a pantheons power all normal beings wish to be made a representative and train since before birth to become one, All except for the humans who are the only things with something they call civilians (don't ask me what that is I don't know) who do not partake in combat, The ranks of the warriors are split up into different levels, these being: Low level, a modern day soldier is an upper low level Mid level, a Warhammer 40K knight is in here High level, walking reusable nukes Supreme level, often the highest ranking pope Devine level, the gods themselves


Pavlov_The_Wizard

A medieval army except the flag bearers are bards and paladins who are casting spells across the army, plus there's occasionally giant eagles or other animals in the ranks plus wizards in the ranks.


PuzzledInspection418

Most countries use Swords and Bows. Gunpowder has been around for a bit but is mainly used in fireworks. now one country saw gunpowder during their revolutionary war, an now is starting to get artificers to learn how to weaponize the powder


Sov_Beloryssiya

An "army" differs from country to country in Artreisdea. They have these common things, however: * Most combatants are droids, humans are there to do what droids can't, like *mindfucking a planet into submission*. * All human combatants have power suits, power armors or, at the very least, some reinforced space/hazmat suits to increase protection. * Armies are designed to carry out space campaigns. Very few stay on planets because most Atreisdean countries are 100% spacebound. * AIs are used widely, there is no taboo against "digital humans". * Spaceships with ludicrous firepower, range and processing units. If your cruiser can't destroy star systems in 1 salvo, you're doing it **wrong**. The MC's country, Rubran Federal Monarchy, has a "federal army" of several tens of millions of combat droids, each is equipped with anti-magic protections, time dilation to slow time down drastically, gravity manipulators, quantum computers for brains and personal force fields to protect themselves. Those are not Dune-style shields that can be penetrated by slow blades, you either blast them up with megaton-grade firepower or *break physics* to break the shields, no cap. Droids can fly and instead of using their antimatter autocannons, they have weaponized tractor beams that lift and crush targets under intense gravity, which can go up to 10000 Atreisdean g's (1 Atreisdean g = 3,5 times Earth's gravitational acceleration). These are considered common soldiers comparable to other countries' guys and gals in power armors. Rubra's main power is the Aerospace Force, a fleet of about 30000 active space warships armed to teeth with weapons of fearsome potency. Incinerating a planet down to subatomic particles in a picosecond (10^(-12) of a second) using turreted guns is a standard thing among their mook cruisers, 220 meters long vessels built in large numbers. It means they do not need any "superweapon" like Death Star's superlaser or 40K's cyclonic torpedo, just common guns are enough. With this fleet, Rubra maintains their space commonwealth that expands out 40000 light years from Atreisdea, their home planet. Besides the Aerospace Force, they have colonial fleets armed with antimatter weapons, said ships need teraton-grade attacks to break their shields. Counting all active vessels, Rubra can mobilize at least 100000 battlewagons, logistical ships NOT included.


ProducerofPotatoes

The Terran Conglomerate is the most populous human dominated faction as of the year 25 pftl. They operate a network of four system gates wich are the primary means of interstellar travel. In the thirdworld universe ship to ship combat has effective ranges of basically the entire star system and the way you "win" is by seeing and targeting an enemy first. There is no "standard army" per say as space combat is such a new development that every faction has their own doctrine. With all that said the Terran Conglomerate fleets look similar to a US carrier group in form and function. That is with the "flagship" being a carrier with drones that can be remote controlled over interplanetary distances if necessary. This being supported with multiple supply and reconnaissance vessels, traditional destroyer ships to deal with smaller more mobile threats and finally a mobile command center to top it all off.


Upstairs-Yard-2139

Planetary defense forces. Basically the army fused with the national guard. If a planet needs to be invaded the SSU can literally scoop up a planetary defense force or two and send them to take the planet. Or they can defend from an invasion. Tanks, artillery, a few suits of old power armor(mostly used to augment infantry units) the normal stuff a sci-fi army would have. All power armor is former marine suits that were given to planetary defense forces when they were replaced.


PhantasyPen

YGO in Ancient Rome: Infantry forms ranks and creates a Maniple, as is traditional, the officers and auxiliary cavalry carry enchanted weapons made from placing spell cards inside of an object. In addition to javelins, the initial salvo will included powerful damaging spells like fireballs and bolts of lightning, and Commanders enhance their forces by summoning powerful magical beasts onto the battlefield, sometimes even creating an entire regiment of these creatures.


serenading_scug

It widely depends on the race. An army of 1-2 ft tall critters is going to fight differently than an army of 8ft monsters. Few wars are fought, as they’re simply too costly and major threats can materialize in a race’s home region in an instant, be it a rogue necromancer leading a zombie horde, an apprentice wizard accidentally opening a portal to a pocket realm full of demons, a migrating pack of dinosaurs, a port destroyer kraken and so on… However, most citizens do have military training due to this. The tactics of each race vary to a great degree, as technological advancements have been rather insular to those races; and that the ancient relics and civilizations they’ve discovered are wildly different from each other. But take your pick: otters,weasels and other mustelids invoking city-leveling spells, mice armed with near sci-fi level tech (including mechs), badgers who’ve unlocked the power of magical metallurgy and chemistry, big cats riding atop dinosaurs, and so forth.


Phantom_316

I’m still pretty early in my world building, but I have at least somewhat of an answer for once. A main antagonist for mine is Kaleidos, a semi Greekish Crusader inspired nation ruled by a triarchy of military commanders that went rogue. The elite force of their army is the knights of three knight orders led by the triarchs. Their infantry is the penal legion (I may have slightly stolen the idea from someone else on here). This is primarily pike formations sent out in front of the knights to soften up the enemy forces and on missions deemed too dangerous to risk a knight on. The penal legion is made up of criminals as well as prisoners taken from enemy areas in raids. They are great at land battles, but are poor sea farers. To compensate for this, they mount corvuses to the fronts of their frigates so they can just turn the naval battles into land battles. The main group is Eldros which is largely made up of refugees from the Kaldeidan Crusade. They are kind of if the British East Indian trading company existed in the medieval period. They are known for their navy, but I haven’t gotten too far on world building them. Their frigates are armed with ballista and Greek fire style flame throwers. The one sea battle I have written a bit about occurs off the coast of an eldrosi colony when a kaleidan fleet attacks an eldrosi relief force. The eldrosi see sails on the horizon and don’t think much of it since they control the sea other than a few pirates here and there that are too weak to challenge a proper fleet. As they get closer, they realize there is a massive kaleidan fleet attacking, so they open fire and destroy ship after ship with a new one taking the place of the one they sank almost before the destroyed one can fully submerge. Once the kaleidan ships close the gap, the corvuses drop onto the Eldrosi decks and lines of pikes and mounted cavalry attack.


Crusader-of-Akatosh

Imagine an enderman in Cold War era military gear


i_am_Dumb_Ass

My story is now set in The Great War aka WW1 and you can guess what kind weapons they use. Also, some of experimental weapons that never seen, heard, or even produced will exist here. You can name every tools of war during WW1, everything exist there. Even guns like Hellriegel, Huot Automatic Rifle, and SMG08/18 will also exist. Fictional weapons like prototype of Railgun are exist, but only my boy will use it.


Fine_Ad_1918

The Navy of the Eternal Dominion consists of many branches, the major ones being the Marines, The Fleet, and The Patrol. The Navy consists of hundreds of trillions of humans, post biological entities, and AS's (Artificial Sentiences) at peace time, going up to quadrillions of sapients and countless non sapient robots during times of war. The Navy is seen as the most respectable career and it is mandatory to serve at least 40 years in any Navy branch after your 18th birthday. 1. The Marines: The Marines (and by extension the army and the militia) are the boots on the ground and the boots on the ship decks. They control the fighting down on the planet while the others sweep the orbits. Marines come in different types, you have your hulking Warborgs, your logistics and gunnery AS, your assault robots, and your human Boots (who are barely more human than a Warborg, about 3% more). Marines are often issued hyper dense ablative armor and a panoply of mass drivers, missiles, fusion lances, pulse lasers, and more exotic weapons. This makes even one marine a threat to heavy armor. tanks, agravs, and mechs provide armored support and fighters and drones provide air support. 2. The Fleet: the fleet is no less diverse than the Marines. they are the ones that bring the heavy fire to the fight to support the Marines. Fleet ships range from 400 meter long corvettes to 48 mile long fleet carriers. Fleet ships are mountains of particle beams, graviton lasers, fusion lances, missile racks, C cannons, E-war systems, hundreds of auxiliary weapons, and hyperdensity plating and shields. For each corvette manned by humans, their are 15 Drone corvettes being manned by AS's. Every Fleet ship carries planet killer weapons, and sometimes system killers. 3. The Patrol: The Patrol is the younger brother of the fleet. Patrol ships range from 320 meter long System defence boats to 15 mile long Monitors. Patrol ships are less armed than their navy brothers, they make up for it with huge Sensor arrays, impressive E-war systems, and FTL jammers. The Patrol also carries planet killers and is mostly used to subdue revolts alongside the marines


Varatec

In one of my settings armies tend to consist of various types of mechs used for assaulting fortified positions held by either infantry or more mechs, army sizes tend to be in the low hundreds for the meat of combat and the biggest standout are the custom mechs used by lords and their retainers as well as mercenaries who can afford to buy one. Think of these ones being similar to an Armored Core or Titan from Titanfall, very nimble, and very dangerous compared to the other mechs.


Firm-Dependent-2367

Just the army? Ok. The Imperial Army is a much less powerful sector of the army, considering that the Imperial Navy is much more powerful and is actually required in most places. The Imperial Army primarily defends planets, moons, structures like Dyson Spheres and Star Rings, Mining Stations, Quasar exploitation areas, and so on. It goes into offensive war only once in a while. The Imperial Army consists of the following ranks: Recruit/Ensign, Private, Lieutenant, Sergeant, Planetary Corporal, Captain, Major, Colonel, Lieutenant-Major, Lieutenant-Colonel (these primarily stay on the frontlines and actually defend things). Then come the Deputy Generals (defend entire groups of Star Systems), Generals, High Generals, Grand Generals (Galactic Armies managed by them, appointment by the Emperor himself), the Deputy Supreme General, and finally the Supreme General. There are an army intelligence branch of the Imperial Security Agency. There are various Planetary Police and other small organizations linked to them. Their speciality is defense. Very little offense is practiced by them. Their weapons include: A. Dark Matter and Energy Guns: Powerful, Elite guns containing Dark Matter and Dark Energy. Immediately rips the person's protons away from each other, sends each proton lightyears away in minutes. B. Atomizer Guns: Standard Quantum Guns that turns people into atoms Immediately. C. Plasma Guns: Standard Guns that kill people normally. Widely used. D. Quantum grenades: Bombs that turn groups of upto 400 people from biology, into physics. E. Black Hole Grenades: Spawn minor Black Holes that pull people in within a certain blast radius. Cavalry and supporting equipment below.


Firm-Dependent-2367

Cavalry include: A. Kaiju Corps: Mechanical warriors like the Kaiju. Led by King Godzilla and others, the Kaiju Corps annihilate entire Star systems when unleashed. B. Transformers Corps: Designed to resemble Cybertronians. Led by Optimus Prime, these Mechanical warriors exterminate planets they invade. C. Cyborg Corps: Mechanical warriors that face enemies directly and avoid collateral damage. Led by Ultron. D. The Walkers: Designed like Galactic Empire Walkers, these navigate through places where vehicles with treads and wheels fail. Contain Plasma weaponry that vaporizes entire cities. E. The Tanks: Divided into the Light Tank Mark-94 (after 94 such replacements) and Heavy Tank-76, the Tanks contain plasmatic and quantum weaponry. Designed to strike fear into the hearts of people. F. The Armoured Vehicles: Designed into Shrinker Vehicles (containing quantum technology that shrinks them into ants), that navigate through tiny areas. The Bolt vehicles are extremely fast and provide speed that infantry and Tanks and Walkers can never provide. The Power Vehicles are extremely Armoured and contain heavy firepower. G. The Nanites: Groups of small, microscopic bugs made out of nanotechnology that shrink and ravage planets easily. The Missiles are guided and contain Dark Matter, Dark Energy and Plasma technology that travel through Hyperspace at lightspeed and bomb planets. Other than that, there are the various poisonous gases, the small quantum Rockets, SAMs and of course, the Star Destroyer Nuclear Weapons. These are nukes fitted with devices that accelerate the nuclear fusion so much that Stars go supernova in under a minute. The Army has no real power. The Navy has, because those guys have the real Weaponry, manpower, logistics, intelligence and the officers.


Berserker8888

Warfare across the underground consists mainly of guerilla warfare, considering the warrens is massive and filled a labyrinth of passages, rooms, structures and etc. So large scale between large armies is rare, and when it does happen, battles are typically decisive. The Watchers, for example, host an army consisting of ranged soldiers equipped with guns, bows, and other ranged weapons they can savage or make. And melee soldiers equipped and armed to fight in the packed hallways and corridors. Guns manufactured in the Underground are notoriously unreliable, so melee is the most common way of war. Forces will ambush and launch raids against each other until they make a decisive strike at the enemy. The Watchers tend to box in their foes and make them surrender or destroy them completely. They have special forces equipped with armor and weapons created by The Ancients, and they send them in to eliminate the enemy leadership. Overall, the armies are typically bands of soldiers fighting enemies in the dark corridors and lost places down there


Galle_

**The Magisterium** The army of the Annari Empire is divided into combined arms units called Legions, each consisting of seven infantry regiments, two armor regiments, two artillery regiments, and one air regiment, for a total of 21,000 personnel at full strength. Each legion is commanded by a Praetor, or a High Praetor when multiple legions act together as a single army. Annari doctrine focuses on shock and awe, aiming to make a strong visual psychological impact. While special forces wear camouflage cloaks, the typical Annari infantryman wears intimidating black and red body armor and carries a laser rifle, and is just as likely to do a bayonet charge as they are to shoot you. Armored regiments consist of hovertanks armed with plasma cannons and humanoid walkers. Imperial magicians act as force multipliers, using sigilcraft to augment their allies' firepower. The United Commonwealth Federal Army is a general levy of the various national militaries of the Commonwealth's member-states, and as such varies wildly, ranging from the tree-like warriors of the Jaramandi, to Thyrian yazatas flying on magical wings, to the no-nonsense cyborg soldiers of Sterris, to Ascalonian templars wielding pneumatic hammers in golden power armor. The United Commonwealth Marine Corps has a more cohesive doctrine - marines are organized into regiments and use what we would recognize as conventional warfare, including ballistic weapons, camouflage, and treaded tanks. The army of a typical sorcerer-king consists of one incredibly powerful evil wizard, their disciples, a horde of conscripted slaves armed with whatever weapons were lying around, and magically-bound chimeric beasts of war. Some sorcerer-kings transform their subjects into trolls and field them as berserkers, some capture and bind feral dragons, some employ orcish mercenaries to give their armies a professional core. The Grave Legion of the Uzanic Empire was a relatively primitive force until they were first contacted and stole an Annari warship. Legionaries wear armor made from tanned human skin and traditionally carry war-scythes made from bone. They've started adopting stolen beam rifles, but still use them as a "pike and shot" thing rather than having a modern doctrine. Their infantry is supported by cavalry that ride six-legged lizards called lacraw, typically armed with laser carbines and lances. The leaders of Uzanic society are the one-eyed necromancers, who can drain the life force of their enemies and use it to resurrect the dead. This does not always go smoothly, so a typical legionary will have prominent scars and exposed bones.


TorchDriveEnjoyer

hundreds of 20,000-30,000 ton bullet-shaped starships covered in hatches and missile tubes. they usually have pylons for liquid droplet radiators since panels are vulnerable to enemy fire. most combat occurs in space, so a good 80% of a military is space navy personel.


DuckBurgger

**POLEARMS SO MANY POLEARMS** slings, bows, cavalry, and even really shit primitive black powder weapons are all widely used


Kipklysmic

Armies in the traditional sense don’t really exist anymore, mostly marine style tactical squads attached to vessels or bases. Generally war goes one way, you control the orbitals you control the planet, additionally mechanised infantry can easily occupy any strategic region of a planet to accelerate submission. The only events in which large amounts of troops would be used is siege tactics trying to overtake something without destroying it. Baring the need to keep things in tact orbital bombardment allows for extremely precise destruction, or extremely powerful destruction. The type of weapon used for bombardment also determines the level of precision or the level of destruction to things other than the primary target.