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Post by Father on Aug 21, 2019 23:01:35 GMT 1
Health, Actually, it's just +1 HP in this case. Since Trained=3, and +1 Health per 2 experience...still annihilated.
Health is not Endurance, Health is HP.
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Post by Balon Blackbriar on Aug 22, 2019 7:00:04 GMT 1
Blackhorn's Ravagers 1 Trained Men at Arms (Balon attached) 9/10 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. ______________________________________________________________________ Picking up at the start of Turn 2 with rerolls. In the future I'll set up a Timestamp thread in my Personal OOC. Hopefully that'll clear up some of the eye-bleed from Orokos links. [Phase 2.5] Riverthorn, Turn 2, Round 1 - 4, Inspire M@A, M@A Attack Militia #2, Alpha & Bravo Attack Militia #3: 2#7d6k5 20 20 2#6d6k4 22 18Inspire Men at Arms, TN12: Success, +1D next attack Men at Arms Attack Militia #2 TN9:, 3 DoS, +2 next attack Alpha Attack Militia #3 TN9: 3 DoS, +2 next attack Bravo Attack Militia #3 TN9: 2 DoS, +1 next attack [Phase 2.5] Riverthorn, Turn 2, M@A Move/Attack vs. Militia #2 CD10: 6d6k5+3 27, 4 DoSLongsword Damage: ATH+1, +1 Mounted, +2 vs. Foot = 7/DoS 4*7 - 2 AR = 26 Damage to Militia #2, Damage equal to twice it's health in a single attack is Destroyed. [Phase 2.5] Riverthorn, Turn 2, Alpha & Bravo Move/Attack vs. Militia #3 CD10: 4d6k3+2 18 4d6k3+1 11Mace Damage: ATH +1, +2 vs. Foot = 6/DoS 2*6 - 2 AR = 10 Damage to Militia #3, Damage equal to it's health in a single attack is Routed.1*6 - 2 AR = 4 Damage to Militia #3,
Recap: As this is the first go around I want to walk through this and make sure I'm right. 1) Militia #2 is 10 yards away. In treacherous terrain it equals 20. Balon is on a Superior Courser (With a Move of 9 from Run specialty) meaning it takes ?? rounds to keep up with the Men at Arms. 2) 4 orders were issued (Inspire Troops, Move/Attack by M@A and 2 Freeriders) 3) Balon has ?? GA left. 4) In Turn 1 I ordered the Scouts to keep the villagers from escaping. Does that need to be reissued every turn or do they do that until ordered otherwise?
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Post by Father on Aug 22, 2019 13:55:42 GMT 1
1. With Move 9, getting through 20 takes 3 lesser actions of movement as written, which can be done at the same time as issuing commands, thus Balon would have 6 rounds worth of actions. 2. Technically, three orders and one Greater Action (as written, inspire troops cannot be combined with movement). 3. See 1. 4. That sort of falls outside the scope of battlefield minutiae and would be covered by the set of command/tactics/strategy made before the battle, won't really have any tangible effects. Militia commanded to set for charge: 2#3d6 7 11Counterattacks: 4d6k2 11 4d6k3 91 DoS vs Men At Arms, no damage. 1 DoS vs Men At Arms, no damage. Erryk needs to move 18 yards, so 3 lesser actions, allowing him 1 lesser+8 Full rounds: Attacking footmen (aim on 8): 6d6k4 15 8#7d6k4 15 19 23 22 23 14 19 19So 2-2-2-3-3-3-1-2-2 6xDoS-2, forgot about the +1b, but hardly matters, that's at least 8 down, so he ran out of targets, Militia #3 annihilated.
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Post by Balon Blackbriar on Aug 22, 2019 19:20:43 GMT 1
Blackhorn's Ravagers 1 Trained Men at Arms (Balon attached) 9/10 HP 1 Trained Scouts 1 Trained Freeriders - Alpha (Erryk attached to Alpha) 1 Trained Freeriders - Bravo Riverthorn Defenders1 Seasoned Freerider #1 Trained Militia - Annihilated. #2 Trained Militia - Annihilated. #3 Trained Militia - Annihilated. #4 Trained Militia - Annihilated. ______________________________________________________________________ Thank you for the help. With 6 Rounds remaining Balon goes to work slaughtering the remnants of Militia #2. [Phase 2.5] Riverthorn, Turn 2, Round 5-10, Standard Attack + Aim: 6#9d6k5+2 22 26 28 27 26 26 Should be more than enough to annihilate. Before Turn 3 begins can you tell me what I'm facing. 1) Are the Riverthorn Seasoned Freeriders manning the battlements or are they inside the hall? Or is there a no real distinction between the two? 2) If I use ladders for my Freeriders and a Capped Ram for my Men-At-Arms can I order them to scale unmanned areas only? 3) Is the Simple Intrigue Intimidate for the surrender of Marei, Hoster, and his NPC knights + Freeriders?
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Post by Father on Aug 22, 2019 21:14:32 GMT 1
1. They'll be able to man all sides of the walls (but also exposing themselves to attack all over, and still only get off one action). 2. They'll be able to react to scalings, so they can chose whether to retreat or stay and fight. 3. Yes, although you'll need to use bluff if you want to think you'll let them live, unless of course, you would let them live.
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Post by Balon Blackbriar on Aug 22, 2019 21:37:20 GMT 1
I think I'll just burn the Hall and force a sally. Also, "so if no other orders are issued, other units will just randomly burn and slaughter." The scouts can continue doing that.
Do you want me to issue my orders for Turn 3 then? Or is there something that needs to be done prior to smoking/burning them out?
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Post by Father on Aug 22, 2019 21:55:15 GMT 1
If you want to burn them out, it's basically a pause, since you'd need to gather up stuff to do that with.
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Post by Balon Blackbriar on Aug 22, 2019 22:13:27 GMT 1
It requires a pause whether I burn them out or use grapnels & a capped ram so that's fine.
Scouts continue keeping everyone penned in. Men at Arms & Freeriders keep an eye on the Keep/Palisade.
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Post by Father on Aug 23, 2019 8:51:23 GMT 1
Casualities Tested Men At Arms, Others unscathed: 1d6 2 3#1d6-2 4 4 22% of 5 men is 0.1. If aggregated, that's 1.2 men down, but if doing casualties, they'd also gain experience, so no overall change in ability, but for fluff purposes, say a rider got thrown off a horse scared by the flames and another got hurt a bit by getting hit by attacks.
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Post by Balon Blackbriar on Sept 4, 2019 19:42:39 GMT 1
As the slaughter outside the palisade concluded Balon assessed his Ravager's work. The Riverthorn militia had been utterly annihilated and the corpses of the townsfolk were scattered among the homes. The killing of villagers hadn't been part of the original plan but the fewer survivors the lower the chance of Balon being identified.
His men had fared well, one injured by a lucky spear thrust by a militiaman, the other thrown from his horse. Neither required medical attention and both would be ready to fight come morning. "Ser Erryk, have the men prepare some fire-pots. We're going to burn those bastards out and make them fight on even ground." Balon located the leader of the scouts. "Round up any villagers that survived. I don't want anyone sneaking off." He didn't think Marei would be outside the keep's walls but he wanted to make sure by inspecting the dead and few living.
As the night progressed Balon ordered the scouts to patrol the perimeter to make sure no one tried to sneak out of the keep and no relief force came to save them. When the first sign of dawn came Balon ordered the scouts to take up firing positions and shoot at anyone dumb enough to pop their head over the walls. With his soldiers at the ready Balon gave the order to set the keep on fire.
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I don't think I need to be super detailed but...
Roundup village survivors, ensure Marei isn't already dead or stashed away in the village. Use the scouts to make sure the Riverthorn knights can't try and sneak away during the night. When the night starts to fade use the Scout's ranged to engage anyone who tries to attack from the walls. Set the Keep on fire and finish the battle.
Do I need to roll for anything?
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Post by Father on Sept 7, 2019 15:14:11 GMT 1
Warfare rules are somewhat ambigious on unit vs character warfare, so I think I'll go with this: Characters may also engage with characters of the other side, whether they are part of that unit or notable characters attached to it. This is resolved as regular combat. 4 tertiary knights against a squad of scouts (5 men). Group iniatives, knights, scouts: 3d6-3 6 2d6 7Scouts aim+attack: 5#5d6k3 7 15 16 12 14vs CD 7 that's 1-2 DoS, but not enough to make any dents. Knights aim+attack: 4#3d6k2 6 5 12 6Mighty 1 hit for 1 DoS, 4-1=3 damage... Okay, so might want to keep scouts at a distance and/or behind cover, piddling light crossbows can't threaten better armored men against these guys. How will Balon's men be lined up in preparation for a sally?
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Post by Balon Blackbriar on Sept 7, 2019 20:38:16 GMT 1
Based on how I am picturing things the Scouts will stay back with cover and act as a last line of defense to stop anyone that breaks through.
With the defenders forced to make a sally (I'm presuming their only escape route is through the gate) the Freeriders and Men at Arms will be in a wide U and attack when they exit with the gate acting as a chokepoint. Once the Warfare units are engaged Balon will make for their leader.
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Post by Father on Sept 8, 2019 17:34:24 GMT 1
So orders being move (if necessary) and attack?
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Post by Balon Blackbriar on Sept 8, 2019 17:40:50 GMT 1
Move/Attack for Men at Arms and Freeriders. I'm not sure what my Scouts orders would qualify as. Counterattack? Basically only engage those who break through.
You want me to roll for my M@A and Freeriders?
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Post by Father on Sept 8, 2019 19:06:56 GMT 1
Yes
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