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Post by Balon Blackbriar on Aug 1, 2019 19:58:43 GMT 1
Balon grunted, "So I take on all the risk and might get rewarded if we win the war. Meanwhile House Bracken wins concessions because Lord Rodrik started the bloodshed." Balon let out a long exasperated sigh. He thought back to the discussion he and Laena had at Highgarden's library. Tangible rewards, not platitudes. "Fine. I'll kill Lady Erena myself." That was more of a statement to himself. "I'll do your dirty work too. But I want something tangible in return. Your *thanks* will not suffice."
I'll have a few questions in my private OOC thread.
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Post by Father on Aug 2, 2019 12:49:01 GMT 1
"We all take on risks and get rewards if we win the war. The first Aegon was called a foreign invader at first, conqueror only after he won. Prince Aerys was slain a traitor by King Maegor, then Prince Jaeharys rose in rebellion as well and is now remembered as the finest king we ever had. They will call us traitors, some already do, if they win they will treat us as traitors. If we win, there will be spoils of war left behind by our dead enemies, but service is always rewarded, within reason, or else none would ever serve you again."
Getting Fire points and some other stuff out of it is quite possible as they by definition are considered furthering the Blackfyre cause and earn favors in return, but they aren't exactly tangible IC.
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Post by Balon Blackbriar on Aug 2, 2019 19:32:29 GMT 1
"We all take on risks and get rewards if we win the war... If we win, there will be spoils of war left behind by our dead enemies, but service is always rewarded, within reason, or else none would ever serve you again." Fire points and other stuff are tangible enough for Balon. Despite his reservations Balon put on a brave, cavalier face, "Very well. Tell me where to find this Ser Erryk and I'll see to it Lord Rodrik starts this war." I've gone from chivalrous knight to murderer-for-hire. "When the fighting starts I'll be here to pledge my sword to House Bracken and lead men to victory."
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Post by Father on Aug 3, 2019 14:24:46 GMT 1
"I believe he spends the evenings dicing at The Boar, he has a broken nose and a mark from a mace over his right temple, his hair won't grow there, so he shaved it all off, aside from his beard"
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Post by Balon Blackbriar on Aug 7, 2019 7:50:28 GMT 1
"I believe he spends the evenings dicing at The Boar, he has a broken nose and a mark from a mace over his right temple, his hair won't grow there, so he shaved it all off, aside from his beard" Balon mentally noted what Erryk looked like. "The Boar... Very well then, a man like that shouldn't be hard to find." A tiny part of his mind, what Balon presumed to be the remnants of his conscious, screamed it wasn't too late to turn back. He could still be a chivalrous knight and make Laena proud. But Balon ignored it, he'd gone too far and what was a few more lives taken? When the war for the throne came they'd be long forgotten. With their business concluded Balon left for the inn he was staying at and waited for a later hour to find Ser Erryk. Once at the Boar it was easy enough to find Erryk playing dice and after the marked knight lost a couple of games Balon approached him and asked for a moment of his time. They found a corner to talk in and before long the two had come to an agreement. "Can you find me the men required to do what I propose?" [Phase 2.5] The Lengths..., Recruitment w/ Ser Erryk, Knowledge (Streetwise) TN6: 2d6+1 8
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Post by Father on Aug 12, 2019 19:22:51 GMT 1
Scenario: Balon has 1 squad of trained men at arms, 1 squad of trained scouts and 2 squads of trained freeriders vs 4 squads of trained militia and 1 squad of seasoned freeriders with equipment upgrades. Erryk is a hedge knight that can do sub-commanding (warfare 3D) or hero duty. There's 4 Tertiary Knights for command/hero duty with the opposition.
A squad here is roughly 1/10 of a regular unit in terms of headcount, but functions as regular units otherwise.
There's a fortification which basically amounts to a high palisade with battlements with a palisade gate, should be easy enough to fashion makeshift ladders or find something which works as a small ram by taking some houses apart, unless immediate storming is required, a capped ram can also be constructed. The Hall itself would have a door that can be broken down by TN 9 Athletics shoulder barge (+1D if taking a log from a house to it) or with an axe against smash TN 12, mostly suited for hero action, it's just a big room.
If there is unit on unit combat and then a pause before storming the holdfast (necessary for use of rams/ladders, can use grapnels and no more than one CyB action by any units before storming otherwise), casualties are rolled for and effectively it will be two battles.
Options: Rolls must be marked with Slash and Burn for those options to be available.
1. Nighttime's the right time, the palisade gates would be closed, with knights and freeriders inside. Warfare (Command) TN 12 Warfare (Strategy) TN 12 Warfare (Tactics) TN 12 -A single critical failure or fail all tests: Everyone will be holed up behind the walls, and a rider will make it through the lines to send for reinforcements (requiring an immediate storming) -For each simple failure: one militia unit will be holed up behind the walls. -Each DoS: Delay one militia unit from entering the battle by one warfare turn. -Slash and Burn: May use three DoS to annihilate a militia squad outright instead of using those DoS for delaying opposition entry. -Slash and Burn: May attempt simple intrigue (intimidate) to make Ser Hoster surrender by threatening to kill prisoners if pausing before storming. -Slash and Burn: Unless immediate storming is required, may set fire to the hall to force a sally.
2. In Broad Daylight, the palisade gates would be open, but everyone would also be awake and with more advance warning. Warfare (Command) TN 12 Warfare (Strategy) TN 12 Warfare (Tactics) TN 12 -A single critical failure or fail all tests: Everyone will be holed up behind the walls, and a rider will make it through the lines to send for reinforcements (requiring an immediate storming) -A simple failure: Everyone will be holed up behind the walls, with the gates closed. -Succeed on all three tests: May assault while the townsfolk are getting in the way of closing the gates. Each additional two DoS means that a militia squad is caught outside the palisades. -Slash and Burn: May attempt simple intrigue (intimidate) to make Ser Hoster surrender by threatening to kill threatening to kill prisoners if pausing before storming. -Slash and Burn: Unless immediate storming is required, may set fire to the hall to force a sally.
3. Seven forbid an attack during high mass! Warfare (Command) TN 12 Warfare (Strategy) TN 12 Warfare (Tactics) TN 12 -A single critical failure or fail all tests: Everyone will be holed up behind the walls, and a rider will make it through the lines to send for reinforcements (requiring an immediate storming) -A simple failure: All enemy units will offer field battle, they may retreat into the holdfast (A squad adjacent to the gate may hinder it from closing). -Succeed on all three tests: Trap everyone inside the sept during sermons, may attempt to negotiate terms of surrender with Ser Hoster. -Slash and Burn: May attempt simple intrigue (intimidate) to make Ser Hoster surrender by threatening to kill threatening to kill prisoners if pausing before storming. -Slash and Burn: Unless immediate storming is required, may set fire to the hall to force a sally. -Slash and Burn: May burn down the sept to murder everyone inside.
-Disguise TN 13 (extra time allowed, rolled when everything has been settled). -Critical Failure: A reliable witness makes it back to Raventree and fingers Balon's identity, expect a summons to stand trial at Raventree, expect almost every lord in The Seven Kingdoms to arrest and hand you over if discovered having fled into their lands, but response delayed until after phase 2.5, Brackens will piss on any such decree and who knows if one can't get forgiveness once all that business is over, but that will probably be at the cost of Blackwood's getting a more favorable peace settlement. Suffer full negative chivalry. -Simple Failure: Balon's involvement enters the random rumor lists, -5 Disposition with House Blackwood (-9 with Lord Rodrik). -Slash&Burn with all enemy units annihilated, prisoners put to the sword..etc: +1D, does not apply if rider got away. -Nightime's The Right time: +1D, does not apply if rider got away.
-Luck (2D) TN 9 -On a critical failure, someone talks (Will hit public rumors, but not trial), suffer half (round down, minimum one, overruled by critically failed disguised) negative chivalry. -On a simple failure, re-roll until either a success or a critical failure is scored, in case of the latter, Balon's involvement enters the random rumor lists, -5 Disposition with House Blackwood (-9 with Lord Rodrik). -By going complete bastard, Balon can do simple intrigue (convince using act) vs crowd to poison the whole band, alternatively simple intrigue (convince) vs Erryk to get him in on the scheme, both TN 13, may attempt against Erryk first and on a simple failure attempt against the crowd (Erryk would not be drinking of that wine), if successful, no need to be rolling at all. On a critical failure, they will all turn on him.
Consequences (cumulative, chivalry hits only applies if critically failing disguise or luck ): Attempting the Raid: -1 chivalry. Kill Marei: +1 Fire, -1 Chivalry. Annihilate all enemy units and kill the NPC knights: +1 Fire, -1 Chivalry. Slash and Burn: -1 Chivalry. Burn down the Hall: -1 Chivalry. Burn down the Sept: -3 Chivalry. (Would also vindicate the views of turbulent septons).
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Post by Balon Blackbriar on Aug 16, 2019 17:15:24 GMT 1
[Phase 2.5] The Lengths..., Nighttime, Slash & Burn, Warfare (Command): 6d6k4 19, 2 DoS[Phase 2.5] The Lengths..., Nighttime, Slash & Burn, Warfare (Strategy): 5d6k4 14, 1 DoS[Phase 2.5] The Lengths..., Nighttime, Slash & Burn, Warfare (Tactics): 5d6k4 17, 2 DoSWill use 3 DoS to ahnillate 1 Militia Unit and 2 DoS to delay 2 Militia Units 1 turn. More to come after OOC clarification.
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Post by Father on Aug 20, 2019 18:42:07 GMT 1
The village is taken almost completely unaware, though the watchman does get to ring the bell of the sept soon after the riders appears, torches lit, meaning that a good amount of townsfolk are awake when the fire pots are thrown on their roofs. As is expected in this region, the militia is quick to assemble, but not quick enough that Balon's sellswords cannot cut off their escape to the holdfast and those inside bars the gates rather than opening them to let in those outside, in this case, that would be their enemies. The swiftness of the assault does mean that most of the townsfolk were already on their way straight into the attacker's path, and a panicked scatter ensues as none of them seems to know what to do, except the militia who grimly forms up their shield wall to defend their homes and loved ones, whatever is left of those in any case.
So layout:
4 squads of trained militia and 1 squad of seasoned freeriders with equipment upgrades. 4 Tertiary Knights for command/hero duty with the opposition. Freeriders and NPC's are up in the castle.
Outside: 1 Squad of militia formed up (attackers need to move 20 yards to get to them, costing 40 yards of movement). 2 Squads of militia forms up in round 2. 1 Squad of militia gets ridden down and/or burnt before getting to form up (annihilated) Militia's doesn't use pike (that's for larger formations).
Environmental features: Shadowy lightning: -2D to Marksmanship tests (Enough men have torches that regular fighting attacks carries no penalty). Burning buildings, panicked villagers: Battlefield counts as treacherous terrain (cannot charge or run, movement costs double).
The defenders have their order in place (Balon would have them set for charge if roles were reversed IC, or so I am assuming).
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Post by Balon Blackbriar on Aug 20, 2019 21:01:21 GMT 1
Blackhorn's Ravagers (Warhammer Fantasy reference!) 1 Trained Men at Arms (Balon attached) 1 Trained Scouts 2 Trained Freeriders: Alpha and Bravo (Erryk attached to Alpha) Riverthorn Defenders1 Seasoned Freerider #1 Trained Militia - On the field. #2 & #3 Trained Militia - Enter the field on Warfare Turn Two. #4 Trained Militia - Annihilated. So if I understand things correctly a Rounsey's Move is 6. The unit order Move can go up to 10 times base move + attack. I need to move 40 and have 60 available. I am moving not charging so Set for Charge has no effect. [Phase 2.5] Riverthorn, Turn 1, Round 1, Order: Move vs. Militia #1, Warfare (Command) + Attached, TN9: 7d6k5 25, +3 to next test.[Phase 2.5] Riverthorn, Turn 1, Round 1, M@A vs. Militia #1, CD 9: 5d6k4+4 20, 3 DoSAttack Dice: 5d6k4+4 Fighting 4 Trained +1b Longsword, Mounted +1 Command Test +3 Damage: 7/DoS Longsword: ATH+1 = 4 Mounted: +1 vs. unmounted: +2 I'll stop here as this is the first real Warfare go. 3 DoS is 21 Damage -1 AR for Padded Armor. 20 Damage against 9 HP. The unit is destroyed. I assume it gets to do a Counterattack first. My Men at Arms should have a CD of 11 (AGI 3, ATH 3, AWR 3, +4 Large Shield, -3 Mail) and an 7 AR.
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Post by Father on Aug 20, 2019 21:10:33 GMT 1
You have to issue all orders at once (taking a Greater Action to each, but can be combined with moving alongside men), so if no other orders are issued, other units will just randomly burn and slaughter.
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Post by Balon Blackbriar on Aug 20, 2019 21:53:21 GMT 1
[Phase 2.5] Riverthorn, Turn 1, Round 2, Order Freerider Alpha, Warfare (Command) TN9: 6d6k4 17, 2 DoS, +1 next order.[Phase 2.5] Riverthorn, Turn 1, Round 2, Alpha vs. Militia #1, CD9: 4d6k3+2 8, Miss, lol[Phase 2.5] Riverthorn, Turn 1, Round 3, Order Freerider Bravo, Warfare (Command) TN9: 6d6k4 17, 2 DoS, +1 next order. [Phase 2.5] Riverthorn, Turn 1, Round 3, Bravo vs. Militia #1, CD9: 4d6k3+2 14, 2 DoS2*7 - 1 AR = 13 Damage to Militia #1 [Phase 2.5] Riverthorn, Turn 1, Round 4, Order Scouts, Warfare (Command) TN9: 6d6k4 21, 3 DoS, +2 next order.I'd like the Scouts to round up all of the villagers to prevent escape. I know that doesn't fall under any of the "normal" orders but I'm trying to prevent them from leaving the scene. If that isn't possible I'll issue a Counterattack order in case there is a sally from the Keep. [Phase 2.5] Riverthorn, Turn 1, Round 5, Inspire the Troops, M@A, Warfare (Command) + Attached TN12: 7d6k5 27, +1D to Battle Orders. Is this every test or just for Turn 1?
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Post by Father on Aug 21, 2019 13:17:16 GMT 1
Inspiring troops is done right before the attack in question for +1D, actually. I'm ignoring this for expediency this round. Hoster issues command: 3d6 10 Milita sets for charge. Counterattack: 4d6k3 15 2 DoS (CD 10, not 11). For 2*4-7=1 damage. Militia has CD 10, AR 2. Men At Arms does 21-2=19 damage, destroyed because twice health is 18. Freeriders 1: Miss Freeriders 2: 1*6-2=4 (Freeriders have maces, not swords), total of 23 damage (45 needed for annihilation). Erryk: 8 actions moving along with Freeriders: 2x attacks vs militiamen: 2#7d6k4 24 232X3*6-2=14, 2xdead. Now since this is scaled down to 1/10, this means 10 damage to the unit (at least this scene), so now it's 43 total. Balon probably can get off a couple of attacks against mooks on his own. 2 if using Destrier, 5 with courser. Militia units #2 and #3 arrives Number of yards away from the destroyed unit: 2#3d6 10 9That's pretty much blocking the street in two lines. Trample won't really be possible if charge/sprint is not
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Post by Balon Blackbriar on Aug 21, 2019 20:22:45 GMT 1
Can you elaborate on the following from the Warfare Thread, specifically "pretty much amounts to slaughtering". Is that just fluff or is a destroyed unit that is attacked annihilated? Destroyed:
-A unit that have taken damage in excess of thrice it's health or takes damage equal to twice it's health in a single attack is destroyed, it's structure disintegrates and it effectively ceases to function, it can take no further orders, does not count as a unit for the purposes of blocking movement and otherwise acts as routed, the opposing side may still attack it, which pretty much amounts to slaughtering fleeing enemies.
-If a unit is destroyed, any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure. 1) How does Militia have a CD of 10? Athletics 3, Agility 2, Awareness 2, Shield +2. What am I missing? Might have answered own question with #2. 2) Militia has Padded armor which is AR 1. When you wrote, 4 squads of trained militia and 1 squad of seasoned freeriders with equipment upgrades I thought that meant only the Freeriders have upgrades. If Militia has upgrades you can disregard Question 1. __________________________________________________________________________________________________ Finishing Turn 1 with Balon personal attacks (note: using Superior Courser over more identifiable Superior Destrier). [Phase 2.5] Riverthorn, Turn 1, Round 6-8, Standard Attacks: 3#8d6k5+2 22 25 19. Should be more than enough to annihilate. Blackhorn's Ravagers 1 Trained Men at Arms (Balon attached) 8/9 HP 1 Trained Scouts 2 Trained Freeriders: Alpha and Bravo (Erryk attached to Alpha) Riverthorn Defenders1 Seasoned Freerider #1 Trained Militia - Annihilated. #2 Trained Militia - #3 Trained Militia - #4 Trained Militia - Annihilated. [Phase 2.5] Riverthorn, Turn 2, Round 1 & 2, Order Alpha & Bravo, Warfare (Command) TN9: 2#6d6k4 18 16, +1 each to next attack.[Phase 2.5] Riverthorn, Turn 2, Round 1 & 2, Move/Attack Alpha & Bravo, vs. Militia #3 CD10: 2#4d6k3+1 15, 2 DoS 14, 1 DoS
w/ Mace 6/DoS 2*6-2 = 10 Damage1*6-2 = 4 Damage[Phase 2.5] Riverthorn, Turn 2, Round 3 & 4, Inspire Troops, Order M@A, Warfare (Command) + Attached TN12, TN9: 2#7d6k5 22, +1D next attack, 24, 4 DoS +3 next attack.[Phase 2.5] Riverthorn, Turn 2, Round 4, Move/Attack M@A, vs. Militia #2 CD10: 6d6k5+3 24, 3 DoSw/ Long Sword 7/DoS 3*7-2 = 19 Damage[Phase 2.5] Riverthorn, Turn 2, Round 5-7, Balon Divided Attacks on Militia #2 CD10: 6#4d6+2 17, 2 DoS 13, 1 DoS 17, 2 DoS 11, 1 DoS 17, 2 DoS 19, 2 DoSI might be making things a little too complicated but I did 3 GA Divided attacks for 6 attacks in total. At 8/DoS (Balon's damage vs. unmounted) that should be 5 dead Militia for another 25 Damage to the unit? I'll pause here to make sure it's being done right and the Militia to Counterattack.
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Post by Father on Aug 21, 2019 22:28:45 GMT 1
Upgraded equipment. Yeah, that is just fluff, a unit isn't annihilated before taking the noted amount of damage, but a destroyed unit can't take orders anymore. Also forgot that experience adds to health, so it really was 12. The first attack deals 19, which routs it. Then it takes 4 (23) Then 20 from Erryk (43) is destroy Then 20 from Balon (63) is annihilated.
You are going to have to redo those orders and rolls because you need to issue all your commands before anything is rolled. If practical, you could write: "Inspire Troops, Freeriders 1&2 on Milita #1 and MenAtArms on Milita #2" Then have 4xCommand tests (as written in description, they would be inspire, commands to Freeriders 1, 2 and MaA in that order).
(If there are too many orders to give for the above to be practical, make a post where they are lined up, then never edit it, then post the dice rolls afterwards, best with a couple of minutes delay so that timestamps clearly showing no funny business could have happened).
I'm generally for always making the dice rolls be in such a way that results could not have influenced choices which should have been made before knowing said rolls.
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Post by Balon Blackbriar on Aug 21, 2019 22:42:51 GMT 1
Every two training levels effectively raises Endurance by 1 or HP by 1? Trying to make sure I understand the Militia's 12(?) as my Men at Arms will have more HP.
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