Conqueror

Chapter 83: Teaching

Everyone of us returned to our original posts. Afal took his time to organize all the soldiers and then he called the Crimson Knights and me to the training grounds.

I looked around and we basically filled 40% of the grounds. That's 60% more space. We need more recruits.

I then asked Afal to accompany me to each group.

Afal was my assistant on forming the formations. A way to make him closer to the soldiers and to teach them defensive and offensive tactics.

For swordsmen, I basically taught them the one horizontal line formation. They'll basically be the ones to charge from now on. We don't have that many juggernauts so they'll act like one.

For the ones that uses hammers, sword and shield, I grouped them too with the swordsmen. Their ratio is a 80% swordsmen, 15% hammer users and the rest for the sword and shield.

While looking at melee soldiers, I was excited to see that our spearmen were developed. We have more spearmen than swordsmen. Which is pretty okay.

I taught them the triangle formation for offense, the V formation and the three group formation. Which balances out the offensive and defensive formations.

Triangle formation for breaking through the enemy groups, V formation for the defensive and the three group formation, the one I learned from Napoleon Bonaparte, how to win an outnumbered battle.

Spearmen are the ones that are always at the front, sometimes behind the swordsmen. They're always the target of skirmishes.

The three group formation, basically it forces your enemies to split too. A way to win while being outnumbered.

If our spearmen was about 3,000 and the enemy forces are about 6,000, two times our force, then the three formation strategy will work.

Our 3,000 spearmen will split up to three groups, so 1,000 per group. The enemy will be forced to split. Even if they don't, we have a chance to pin them in one location until the support arrives.

If they split into three groups, that'll be 2,000 per group. Us splitting will just be a bait. If they saw us splitting, they will be forced to.

We'll let them advance first then quickly regroup into forming the three groups into one group. The other two groups of the enemy will be late in supporting the group. The 6,000 vs 3,000 battle changed to 2,000 vs 3,000. No escape routes, just them battling it out while being cornered like rats.

If the spearmen deals with the first 2,000 group, they'll have 4,000 left.

Just repeat the process. Bait them to split, then pin them from both sides. Victory while being outnumbered.

The melee units are done. Now for the ranged units.

I asked the musket group to fire a round for me three times.

Their explosive powers of their bullets are insane. Like tanks in my previous world but much, much stronger. But less explosion but more penetration.

But the flaw remains. As expected, muskets are slow. Reload time varies from people to people but the average is 10-20 seconds. Its kind of faster than in my previous world.

I'll teach them the volley fire.

They would be lined up in four or five groups. The first line will fire then instantly move to the back to reload then the second line will move forward and shoot then they go to the back then the third steps in.

Basically a cycle of infinite bullet firing rapidly.

I put 10 mages in their group to create a large wall of rock to stand above it to create a higher vantage point.

For the archers, they'll be in charge of raining arrows from the sky. They are less accurate, less powerful but has more killing chances.

I don't even know how that works. But we have a lot of them.

I put 10 mages in the archer group. They were 10 rock mages. I'll leave it to them to cast rock magic to lift them up from the ground and get them to a higher ground. That way their vantage point will be better.

For the mages, I split them up in three groups. I asked them what their specialties are and I got what I was hoping for.

The defensive mages will continue to cast buffs and healing. They will not cast any offensive spells. I told them to prioritize casting large spell buffs and heals.

Offensive mages, they'll be in charge of casting attack spells. Some of them can use joint magic.

Joint magic is the magic that can only be activated if two or more people have the same skill and has a lot of casting time.

Just like what they did to my flying ability last time. That was joint magic.

Crowd control mages, focuses on impairing the enemy movements. Slow, debuff, entangle, stun, paralyze, all those things.

I told them to prioritize the front liners. If they manage to at least stun one, that's one less problem. It'll be an instant kill if the front liners of ours will be able to deal the killing blow.

I then spent the rest of the day giving the mages spells. I was hesitant to give these people spells but it is needed. The Three Kings have declared war.

I gave the soldiers only one spell and they seem to be hurting. I held off on only giving them the Great Heal spell for the defensive mages.

Sprint for every front liners and melee soldiers. To regroup instantly and to make the three group formation more doable.

I left them to Afal's care and went back to the castle to get some rest. It's insanely taxing to my brain too. I remember the contents and the details of the spell when I'm passing it. But its a sacrifice worth doing. World War is near.

I'm just happy that I finally got to use my intellect I gathered from my previous world. I finally have a use for myself.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like