Introduction to Structure
Command Structure
Organization Option 1
Organization Option 2

Greetings.  As of this writing, May 30, 2000, the following exists in the ether.  It will be gelled for use in the real world as time proceeds and with appropriate modifications.  Consider this written in sand, not stone.

  Introduction
There are numerous wars in the current middle ages and the Midrealm Army must develop a structure capable of dealing with the wide range of conditions and battles that we might participate in.  The Midlands must likewise cope with these situations and Sirs Branos and Omarad (past and present Midrealm commanders) have encouraged us to experiment with a dynamic but durable organization that works for us.  This Midlands structure will then be folded into the overall Midrealm structure.

To that end, it is important to consider what elements will serve us well in many different situations.  Clearly, I think we must look to the small unit as a building block for larger units.  Therefore we should begin with small unit structure and flexibility.  Large units are great, but the reality of battlefields and resurrection style scenarios means that large units will quickly be broken into its smaller constituent elements.  If we can organize ourselves so that these elements continue to function and can be quickly integrated, one with another, than we can rapidly reform useful operational units.

Pennsic 2000
This year's war will be notably different than past wars in several respects.  First, several battles feature resurrections, specific small scale objectives (such as huts and/or towers), and random point scoring for control of these objectives.  Likewise, there will be combat archaery in some scenarios, as well as siege artillery (and heaven knows what else at the last minute).  Sir Omorad has rightly observed that most large units will not function well under these circumstances.   Units suffering losses will become scattered through resurrections while other units will have to break into small elements in order to control multiple small objectives.  Even the bridge battle, traditionally a long wait until all heck breaks lose in the last half hour, will feature randomly timed point scoring based on control of the different bridge parts.  

What I propose we do is get used to working in small teams of mixed weapons.  Imagine a scenario in which we, as a region, take three huts and need to hold them to score victory points.  We must divide our unit into at least three elements, likely more. Further, imagine that the regional commanders have been killed and are off resurrecting, along with at least one more group of the region's troops.  Each hut and its contingent of troops will essentially become an autonomous unit with its own personality and command.  We will not have set-piece commanders assigned to these huts, it just won't work.  Instead, a warrant officer (or group of warrant officers) will assume command and attempt to achieve our units goals with the troops at their disposal.    Meanwhile, the resurrected unit can reinforce the controlled hut and/or engage enemy units, perhaps even take another hut.  In this case the resurrected unit must be able to change roles into an agressor squad and then back to a defender squad.  Again, casualties will be taken and the unit will need to be reorganized.  As you can see, it seems essential that we can put together small units on the fly.  In part, this is the logic behind fostering the notion of warrant officers.

  Overall Command and Control Chain
1. Midlands Commander - Sir Voros Janos   aka "Colonel Klink" (three stars)
2. Midlands XO - Dietrich  aka "Cap'n Jack" (two stars)
3. Midlands Senior Unit Commander - Sir Gunther Von Brandenburg  aka "Captain Crunch" (two stars)
  4. Warrant Officers (one star)
Warrant Officers are Midlands fighters who are familiar with our current attempt at establshing a long-term command and control structure and who can assume command of small units on the fly.   Anyone wishing to become a warrant officer is encouraged to contact Sir Janos, Lord Deitrich, or Sir Gunther as soon as possible.  Becoming a warrant officer simply means learning the command and control structure and basic small group tactics (so that there will always be a commander present regardless how fractured our formations might become).  Warrant Officers are particularly valuable in organizing resurrected units and guiding them to the places where they are needed.  Further, given the nature of the Abbey and related battles, which have random point scoring based on possession of specific objectives, Warrant Officers will be needed to coordinate the defense of many of these objectives.  An ideal Warrant Officer should have some of the following skills:  familiarity with command and control of small groups of fighters in melee conditions, the ability to see and guide small units to where they are needed,
By virtue of their status as serjants, all members of the Red Company are hereby offered the command rank of  Warrant Officer.

  Unit Structure (Option 1 - large numbers of fighters):
Battlegroup 1: Medium to Heavy Infantry, including the Von Brandenburg's supported by segments of allied great weapons and pole arms from baronies, shires, colleges, and cantons.  Commanded by Sir Gunther Von Brandenburg.

Battlegroup 2: Medium Infantry, anchored (tentatively) by Terra Finae and supported by segments of shields and small numbers of great weapons from allied baronies, shires, cantons, and colleges.  Commanded by Deitrich.

Skirmishers/Company of Lost Souls: Light Infantry, highly mobile, composed of select individuals from throughout the region.  Commanded by Sir Ix

Command Group: Small armored reserve consisting of a small number of individuals drawn from throughout the region.  Commanded by Sir Voros Janos.

Reserve Group 1:  We will have some troops from His Grace Sig Dagan's household with us for at least one battle.  This unit will be assigned a position as sweeper/flank defense and may number between 15 and 30 individuals.  Commanded by His Grace Sir Dagan.

Reserve Group 2:  We are trying to acquire the services of one or more unattached units to serve as a second reserve unit.  This unit would serve as a "cruiser" screen should we need to get battlegroup 1 into a fixed position, a flank defense unit should this arise, and/or a hunter-killer unit sweeping our perimeter if we are in a defense stance (read the woods or some such here).  Commanded by the unit commander in question.

  Unit Structure (Option 2 - modest number of fighters)
(Company of the) Dragon:  Medium to Heavy Infantry, including the Von Brandenburg's supported by segments of allied great weapons and pole arms from baronies, shires, colleges, and cantons.  Commanded by Sir Gunther Von Brandenburg.

Black Company: Light to Medium Infantry, mixed arms, drawn from Terra Finae and allied baronies, shires, cantons, and colleges.  Commanded by Sgt. Dietrich von Andernach.

Gold Company: Light to Medium Infantry, mixed arms, drawn from allied baronies, shires, cantons, colleges, and principalities.  Ideally, I would like to use the Chicago-based groups as a core for this unit.  Commanded by: Lady Aileen Fitzwilliam

Hussars: A small group of skirmishers with quick feet.  This group will provide harrassment, screening, and rapid flanking maneuvers.  Commanded by Sir Ix