HoHTL has some ideas, but few really detailed tactical practices as such. Still, some nice ideas to think about.
Link to HoHTL chapter (still needs a lot of editing):
https://www.redcap.org/page/Houses_of_Hermes:_True_Lineages_Chapter_Four:_House_Tremere
Some excerpts from HoH:TL:
Each Tremere magus is trained in a role that serves the House.
Major spell research is sponsored with the aid of Magi from House Bonisagus. The House contracts Verditus magi to construct many of its magic items,
ARCHITECTS
Initially the House’s combat engineers, these Terram specialists now have a primarily economic role. The House’s architects supervise House Tremere’s fortifications, tunnels and mines. They also, surreptitiously, maintain roads and bridges in Transylvania,
ARTIFICERS
Artificers manufacture the ritual objects of the House, both magical and mundane. ... Artificers create the magic items that the House does not want discussed with outsiders.
ASSESSOR
Assessors have a variety of urban roles: diplomat, merchant or spy. The cadre of Assessors maintains a series of identities that a member can wear using suitable illusions. All have the Gentle Gift.
DISPUTANTS
Disputants specialize in Certamen.
MASTER OF AUXILIARIES
A handful of Tremere magi train to lead mundane soldiers, whom the House calls auxiliaries. Magi in this role master small, incapacitating spells which they multicast. When masses of mundanes are intermingled, single strike spells make little difference and killing your own troops is with area-effect spells is gauche, if sometimes necessary. Over the course of a battle, small multicasts allow aimed fire at masses of troops. Spells that create and then control animals are fashionable in this role, as the animals persist after they strike, and are intelligent enough to seek fresh targets
AUARCHOS
House Tremere maintains a fleet of ships, which is particularly active in the Adriatic and Black Seas. The fleet is a method of transporting materiel in times of crisis, so most of its ships are cargo vessels. The fleet engages in commerce during peace. The fleet’s warships guard the
cargo vessels, and dissuade piracy. They aren’t dependable platforms for magical combat.
Tremere naval officers have spells that control or create weather, allow communication at a distance, and suppress fire. A handful of Tremere magi have engaged insmall fleet actions or arranged shore bombardments, and doctrine on the use of ships may emerge if the House’s influence in the Eastern Mediterranean improves.
PHYSICIANS
Members of this branch of the House are skilled healers and crafters of longevity potions. They specialize in medical spells that do not require vis but are still superior to mundane medicine; examples include anesthesia, bone setting and arrow extraction.
SCOUTS
These magi, descended from the Schism scouts, are trained to move through potentially hostile territory, collect information, and return home
The Doctrine, the Tremere method of war and philosophy for living, separates Tremere magi from “warriors”, magi who develop personal prowess to seek individual glory. It allows Tremere magi to fight as soldiers: in coordinated groups, using tested equipment and methods.
SIGNALERS
These magi are descended from a small corps of tricksters who, during the Schism, fed false information to House Diedne’s human supporters, created bogus targets, hid Tremere scouts, and confused enemy signals.
The Tremere Doctrine emphasizes that a group in which each soldier carries his own gear travels faster than those which use draft animals, is able to redeploy into small sections, and recovers better from ambush.
A key duty of Tremere magi is to answer the call to arms. In times of crisis, House Tremere rapidly converts into an army. It has a chain of command, prearranged mustering points, and a developed supply network. Its members fight in a way coordinated by an established doctrine, and are, generally, willing to follow orders that seem likely to prove fatal.
During the violent portions of the House’s history, it was usual for Tremere magi to serve in small, mobile squads. Each member had a set of skills that complemented those of the other members of the group. These military units, called vexillations, still exist within the House, The
leader of an important vexillation is often given a pennant enchanted with useful effects. Most vexillation pennants were designed for military use, and assist communication and travel.
In Wizard’s War members of House Tremere gain two advantages from their preference for the art of Rego. Their warding spells are excellent, which allows them to create secure spaces to recuperate, store supplies, and muster forces. Many can use Leap of Homecoming and, in moments of desperation, the far riskier Seven League Stride. This allows members of the House to retreat or deploy with extraordinary speed, while maintaining the cohesion of their combat units. Each of these advantages permits the Tremere magi to remain soldiers, fighting together under doctrine, instead of a force of scattered warriors
During the Schism, Primus Cercistum made many claims about his ability to call up ghost armies. He claimed to be able to call up the casualties of Hannibal’s three victories against the Romans in Italy (150,000 dead) and the victims of the storm that destroyed the Roman invasion fleet off Cape Pachynus in 255 BC (100,000 soldiers and over 250 ghostly ships). These claims were never tested, but were not novel, because Guorna the Fetid claimed to be able to rouse the spirits of those who died when Belisarius’s troops sacked Naples. The House continues to encourage young magi to find such useful sites.
Animals: Magic Items that can be Trained
There are several types of magical wolf that serve the House in its packs but this type, descended from Tremere’s familiar, are the most common.
The House has found uses for a variety of small raptors. Shadow owls are useful for collecting arcane connections. Fire kites are used as saboteurs. The most popular large raptor in House Tremere is the griffin vulture, found along the Adriatic coast. These creatures, which follow griffins and feed on their scraps, can see tremendous distances and are magically sensi
tive. Their cooperative hunting pattern, searching for dead lambs by scouring the countryside in a comb
Tremere magi are fascinated by the way that [spectral] spiders skirt the barrier between the material and ethereal states. They use controlled swarms of spiders to imprison ghosts